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@ Gaston:
[spoiler]
Quote:I'm Especially Good at Expectorating-T1 Super Attack-600 OM (Ranged Proficiency)
Gaston starts this move by picking up something small from the ground. It must be about the size of a pebble or smaller, and can be made of any material. Afterwards, he sticks the item in his mouth and begins chewing on it. Through some odd magic that came about due to being in the Omniverse, Gaston is able to chew the object so hard it turns into a small leathery ball; regardless of what it was previously made of. He will then spit it out as hard as possible, causing it to move at an incredible speed that can shred through walls and enemies alike.
Approved![/spoiler]
@ Cell:
[spoiler]
(08-02-2017, 04:43 PM)Cell Wrote: Alternate Form: Semi-Perfect
In his Semi-Perfect form, Cell is 259 centimeters in height and is far bulkier. His beak as evolved into an actual mouth (with some pretty unsettling lips), though he still lacks a nose, and his head-crest has separated into a sort of tall green crown framing a black orb where the top of his head is. Thanks to Seventeen, his formerly pink eyes are now a sultry light blue and he possesses a couple of volcano-looking ears on his head. . His wings have receded into his back, his lower arms and hands sport what appears to be a set of long, finger-less gloves, and his feet and lower-legs have morphed into a pair of stylish orange and black boots. The largest remaining change is his tail, which is thicker and longer than before, shifting from a green coloration to black and orange. Some other, minor, coloration changes also occur.
ATK: 2
DEF: 4
SPD: 2
TEC: 2
Approved![/spoiler]
@ Doomguy:
[spoiler]
(08-02-2017, 10:46 PM)Doomguy Wrote: Tier 1 Defensive Move: Blur Artifact - 600 OM
A transparent red orb with a blue iris like center to it, originally about the size of Doomguy's head but shrunk to a marble with the power Omnilium. When ruptured by touch the user becomes a shadow-like transparent silhouette, making them hard to pick out (especially in dark rooms). This effect, combined with Doomguy's speed, means he's away from whatever attacks are getting chucked at him before the enemy realizes they're shooting at shadows. However, the power up does not last for very long, making it a poor option for a prolonged fire fight. Nor does it offer any physical protection if he does get hit.
Approved!
Quote:Siphon Grenade (Prof: Ranged, AOE, Debuff) - 300 om
Another grenade shaped object, except it looks like an red orb of pulsing argent energy wrapped around with thorny vines made of metal. Once the weapon has been primed and thrown away from, a two second a red and evil looking dome of light radiates with a radius of 4 feet from it's spot, which bends around cover (but does not go through it). The area lasts for 2 seconds, those caught in it briefly have a small amount of their vital drained from them and feel physically slow and weak for a second. Those who are stuck in the attack for the full duration, however, are severely weakened, feeling encumbered even in their own equipment for 3 seconds.
What's the drawback for Doomguy when this move is used?
Quote:Hologram (Prof: Remote Control, Debuff) - 300 om
Technology used by the USSMC, UNSMC and UAC for various reasons, this particular equipment is used by spec ops and other advanced units to distract, confuse, misdirect, and bait enemy troops (along with more mundane uses). A grenade-sized box, the item creates a life sized and mostly realistic sight and sound recreation of a UAC trooper with a plasma gun. It's unrealistic in that the weapon's plasma rounds does nothing, and when attacked the hologram is merely phased through. If the box is itself destroyed, the hologram disappears.
The hologram has a small set of programmed commands that can be used with manipulation, which it will perform within 5 feet of the object: Stand guard, Shoot, walk, and take cover. Other actions require direct manipulation. There may only be one hologram at a time.
What is the maximum distance this hologram may be from the user at any given time?[/spoiler]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
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08-03-2017, 05:57 AM
(This post was last modified: 08-03-2017, 05:58 AM by Aquamarine.)
Freezing Burst (300 OM, Requires Ranged, Debuff, Area Attack, Empire Cold Gun Prototype)
Aquamarine, when in deep problems that even her Traction Beam Wand can't stop, she can turn the power on her Cold Gun Prototype all the way to the highest level and fire at the ground of her opponent in order to trap them. Switching between this mode of the Empire Cold Gun Prototype and the regular version of the Cold Gun takes around 2 seconds, and with the maximum power version of the Cold Gun Aquamarine can fire all of the beams in the gun in a slow 5 inch wide beam that is 80 MPH at the ground of the opponent, causing the ground to freeze up in a 15 foot radius and ensnare the opponent's feet so that they won't be able to move. This move takes 3 seconds to charge and does not damage the opponent, but the move will prevent the opponents in radius of the freezing for around 5 seconds from moving around, though they will still be able to twist their upper body around and be able use Moves while frozen. The beam has a maximum range of 65 feet and lasts until it hits the ground or reaches maximum distance.
Aquamarine has to focus while firing this version of the gun, and while she can still move while charging the gun, she will not be able to use attacks while charging and will not be able to move or attack while firing the Freezing Burst. Using this version of the Empire Cold Gun Prototype will completely empty the Cold Gun, and as such Aquamarine will have to wait 7 seconds for the gun to reload before she can start charging another Freezing Burst or regular Empire Cold Gun Prototype blast.
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08-03-2017, 08:11 AM
(This post was last modified: 08-03-2017, 08:33 AM by Mark.)
Marcus
[spoiler]
(08-01-2017, 04:00 PM)Marcus Wright Wrote: Good to go, then?
Yup. Approved.
[/spoiler]
Veritas Night
[spoiler]
(08-01-2017, 04:33 PM)Veritas Night Wrote: Shield Generator:
A shoulder attached shield generator that was made for the purpose of foiling the efforts of those Primes who were pyrokinetics, or who relied on energy based attacks, as Veritas didn't want his face melted off of him, or to be blown away with Energy Based attacks. The Shield Generator cannot stop any form of physical assault on his body, unfortunately, as it's primary purpose is to counter energy based attacks. How it counters the energy based attacks is by absorbing them, and then returning them to sender with a bit more force behind the attack.
This takes him 5 seconds to activate. When active, he cannot use any moves other than ranged ones that are not energy based, because if he were to do so, his own move would damage him. Melee attacks are not possible for him when he has the shield active, which lasts for twelve seconds. It cannot block Super Moves, or anything of that nature. Those with a higher ATK than his Def could easily break through the shield. Once destroyed, it would take him 45 seconds in order to create a replacement of the shield.
This is moderately draining on his stamina, can be used while moving around, and requires enough concentration to simply push a button. Once he has piushed the button, he need not concentrate on the shield any further.
Requires: Area Shield, Area Attack, Debuff, Ranged, Ranged Materialize.
Sonic Collar:
The sonic collar is a collar around his neck that was made based off of research into the technology of sonic waves. This has a range of 30 feet from him in any direction. It takes him ten seconds to charge the collar up, and the collar has 2 uses that he can choose to use. One of these creates a sphere around his body that is made out of sonic waves, that repels physical attacks that are headed his way. This includes such things as blades other than Laser Swords, or similar, missiles, bullets, explosives and things like those that pelt him with purely physical attacks. The shield can last about ten seconds, at maximum before the power pack of the Sonic Collar would need to be changed out. The other use of the collar is that it can be used as a "shout" type weapon, sending a sonic blast out of his mouth that has a knock back effect, that will daze an opponent for seven seconds, and does medium damage to them. This takes him about 15 seconds to charge up. Both forms are moderately draining on his stamina. They can be used with other moves, and don't require much concentration.
The sonic collar focuses the shout into a precise 'beam' that can be directed at one opponent, causing the knock back effect solely on that opponent as well as any and all damage the move would inflict. Due to the focused nature of the move, the move has another flaw. It cannot be used against multiple opponents because of the charge of the move, and the fact that the move requires him to use his voice. This cannot be used with moves of his that require a physical component, such as explosives or metal blades, or things of that nature.
The sonic shield can take moderate damage, but less from stronger opponents.
Required Profs: Remote Control, Area Attack, Debuff, Area Defense, Ranged Proficiency, Ranged Materialize.
Blaster Pistol - 300, Ranged Prof.
A gift from the Empire to him. This is a standard blaster pistol. Has a range of forty five feet, does moderate damage. Eight seconds are required to power up the pistol before it can be used in a fight. It can hold ten shots, before the blaster's power pack must be changed out, which takes him 15 seconds. The blaster pistol is moderately draining on his stamina, and cannot be used with other moves. It can be used while moving around however. The blaster pistol is non-lethal and it's blasts would only feel like mild stings to whoever is hit by it.
Shield Generator and Sonic Collar are approved.
Blaster Pistol: What’s the size on the projectiles and how fast do they move?
[/spoiler]
Asriel Dreemurr
[spoiler]
(08-02-2017, 11:04 AM)Asriel Dreemurr Wrote: Chaos Slicer (600, requires Physical and Remote Control)
(ignore the fact that this is Asriel's Hyperdeath form)
Asriel instantly summons two swords which are roughly 23 1/2 inches long. They are quite quick when compared to heftier swords. He has to focus and stand still to do so, but it's not very tiring to summon.
When he desummons them, Asriel has the option to summon 8 magic orbs (2-inch diameters) that he can shoot towards an opponent. It takes 5 seconds to summon the orbs. Asriel has to focus and stand still while doing so, like with summoning the swords. He cannot summon the orbs without summoning the sword prior and it does cause him a bit of fatigue to summon the orbs. They can go up to 10 feet and they last for only 5 seconds. The orbs will go up to 27 mph, the speed of an average punch, and each have the force of a strong punch. Combined, they all have a concussive force. The orbs will all fire out at once and he can redirect them with his thoughts.
Struggle! - Tier 1 Super Utility – 600 OM (requires Ranged and Debuff)
Asriel points his index finger at a target and a beam of warped space-time with a 1-foot diameter fires out for up to 25 feet. The beam will look like refracted light (the phenomenon responsible for the visible heat waves coming off pavement that distort the environment) Whoever it hits will be will be debuffed. If the beam hits one target, it reduces SPD by up to 2 for a single round - this is split between multiple targets if applicable. It may be blocked by a Tier 1 or higher Super Defense, and it cannot reduce SPD below 0.
Chaos Blaster (900, requires Ranged, Remote Control and Ranged Materialize)
![[Image: 5a4c1dd5317505822d81dfa61e159c98247d0a76_hq.jpg]](http://pm1.narvii.com/6186/5a4c1dd5317505822d81dfa61e159c98247d0a76_hq.jpg)
Asriel's left arm morphs into this blaster which takes 5 seconds to summon. This weapon is a highly ornate white metallic bazooka-like gun with many markings etched into it that is roughly 3 feet in diameter. It can alternate between shooting magic spheres, shurikens and rainbow lasers. He can instantly switch modes.
The magic bullets have 3-inch radii. Their rate of fire is 3 per second. He can fire 4 lines of bullets that go in a 25° cone. The bullets go around the speed of a normal rifle bullet. The drawback is that the bullets do little damage and that they are telegraphed by laser lines that Asriel uses to aim.
The rainbow laser is a magical blast of energy that is 3 feet in diameter. It travels as fast as an arrow, and will stop once it hits something or Asriel stops firing or Asriel is too tired and can't perpetuate the beam any longer. The longer the beam is fired, the more tired Asriel gets. He can't fire a laser again for two minutes.
Asriel can also choose to fire out 25 magic shuriken-like stars one time per minute. They travel in a 45° cone angle and they're around the speed of a baseball. The range is 20 feet and they are fired for 10 seconds.
The drawbacks of the shurikens:- They each deal low-medium damage.
- Asriel cannot cancel the attack, turn or move once he activates it.
Chaos Slicer: Can this be used with other moves?
Struggle: Approved.
Chaos Blaster: So the fire rate it 3 per second in 4 lines that fire in a cone...how many bullets is this per volley? It sounds at the beginning like there are 3 bullets but then you say 4 lines which makes it sound like 12 bullets. What’s the range on the bullets? Does the beam require concentration to maintain? Can he move around, attack or defend while firing it? Can he re-aim it once he fires it? How damaging is it roughly? How draining are each of these on his stamina? I know you touched on it on the beam but it's too vague to tell as-is with just "until he gets tired". Can he use any of these forms with others moves?
[/spoiler]
Ebonywood Hellscythe
[spoiler]
(08-02-2017, 12:49 PM)Ebonywood Hellscythe Wrote: Quote:Got two super moves here, a T1 Defense and a T1 Attack. Not 100% sure on the proficiencies for the first one (might need area defence), but I'll probably end up getting that eventually anyway so it doesn't matter that much. I'd just find it pretty cool to be able to use area attack for a defensive move. I mean, it is an explosion.
T1SD - Super Mega Awesome Explosion (600) Requires: Area Attack
Ebony's magic completely overloads. Maybe she's really scared. Maybe she's panicking, hyperventilating, and curled up under her cloak. Or maybe it was intentional (after all, overloading magic sounds like a cool thing). The end result is: Ebony explodes. Ebony literally explodes. Boom! Clearly, that's a brilliant method of defence! Who can hurt someone who's exploding!
Nah, just kidding... But a big (non-damaging) explosion does happen with Ebony as its focus, which is almost the same thing. This serves to deflect and push back attacks aimed at Ebony, be it swords or other explosions (gotta fight cool explosions with other cool explosions). Ebony and all her clothes and held items/weapons are almost completely unaffected by the explosion. At most, it'll seem as though she was blown by a light breeze.
The explosion has a radius of 2m and people (even allies) within this radius are harmlessly pushed just outside of it when Ebony uses this move. The explosion can take on the appearance of any of the following elements (air, ice, fire, water, raw magic, dark, light), but this is typically a cosmetic (fluff) effect only. That said, if the explosion was of air, people outside the radius (but near to it), they may feel a very slight breeze. If it was ice, they might feel a very slight chill. Fire, a slight warmth. Water, a fine spray of droplets. Raw magic just changes the explosion colour to purple. Dark and light change the explosion colour to black and white respectively.
A T2 attack or something stronger will have enough strength to push through the explosive force. Unlike Ebony's other spells, no chanting is needed, although she might say something anyway.
T1SA - Wild Magic Surge (600) Requires: Telekinesis, Ranged, Ranged Control, Homing
The wild nature of Ebony's magic causes it to go completely out of her control. Random unheld objects within the range of her telekinesis that she can lift are levitated (including loose rocks or even larger boulders and clumps of dirt), with large ones being closer to her. Some of the objects slowly spiral around her (no faster than the speed of a brisk walk) with larger objects moving slower (a slow walk). The top of each object will never be lifted higher than 12ft off the ground.
In addition to this somewhat minor (read: non-damaging fluff) effect, fist sized magical blasts of energy - all of varying "elements" (see the full cosmetic list on Ebony's Elemental Blast move) which fire out of Ebony's palms at a very rapid rate of thirty over the five seconds. Each blast has a fair strength, but together all of the blasts are very strong; each leaves "magical burns" as damage. Unlike her other spells, no vocal incantation is needed, but one may be spoken anyway. These magical blasts are the real cause of damage from this super move (because a bookcase walking at you is just going to be annoying). All of them swirl around Ebony at the speed of a crossbow bolt within a 15ft radius of her. Ebony has enough passive control over each blast to cause them to swerve around any obstacles (including by not limited to any objects she levitated). The blasts are capable of making a right-angle turn almost instantly. While orbiting Ebony, the blasts will also randomly zig-zag about in addition to avoiding necessary obstacles. This makes it very hard for people within the area to dodge. Which Ebony has a line of sight with an Ally, she can manipulate the blasts slightly so that they will generally avoid her friend - but this isn't guaranteed. The best way to avoid this is to simply move further than 15ft away from Ebony. Then you only risk walking into a lump of rock.
Any blasts that remain after 30 seconds of being cast dissipate. During this time Ebony cannot move. Once all the blasts have dissipated, every object Ebony was levitating drops to the floor. This is incredibly draining for Ebony to use. So much so that if already very tired she could fall unconscious. Even if this happens, as long as she's not out cold due to actual damage, the attack continues. She'll wake up in the same way a normal tired person would. A loud sound, a slap, damage, or a long rest. While her magic goes out of control, she can use this intentionally.
Can be blocked by a super defence of the appropriate strength.
RP Notes: May cause other adverse effects such as seizures, a bloody nose, and more. If Ebony has not cast a sufficient amount of magic (1 minute worth of spell casting or 1 SP used) in 24 hours, or if she takes off her magic suppressing choker, this will activate regardless of if she wants it to or not.
Quote:I'm aware I don't really need downsides for a supermove. I just want them for rp purposes.
Approved.
[/spoiler]
Aquamarine
[spoiler]
(08-03-2017, 05:57 AM)Aquamarine Wrote: Freezing Burst (300 OM, Requires Ranged, Debuff, Area Attack, Empire Cold Gun Prototype)
Aquamarine, when in deep problems that even her Traction Beam Wand can't stop, she can turn the power on her Cold Gun Prototype all the way to the highest level and fire at the ground of her opponent in order to trap them. Switching between this mode of the Empire Cold Gun Prototype and the regular version of the Cold Gun takes around 2 seconds, and with the maximum power version of the Cold Gun Aquamarine can fire all of the beams in the gun in a slow 5 inch wide beam that is 80 MPH at the ground of the opponent, causing the ground to freeze up in a 15 foot radius and ensnare the opponent's feet so that they won't be able to move. This move takes 3 seconds to charge and does not damage the opponent, but the move will prevent the opponents in radius of the freezing for around 5 seconds from moving around, though they will still be able to twist their upper body around and be able use Moves while frozen. The beam has a maximum range of 65 feet and lasts until it hits the ground or reaches maximum distance.
Aquamarine has to focus while firing this version of the gun, and while she can still move while charging the gun, she will not be able to use attacks while charging and will not be able to move or attack while firing the Freezing Burst. Using this version of the Empire Cold Gun Prototype will completely empty the Cold Gun, and as such Aquamarine will have to wait 7 seconds for the gun to reload before she can start charging another Freezing Burst or regular Empire Cold Gun Prototype blast.
You mention that the beam is slow, but that it moves 80 MP; which is it? How tiring is this to perform? Does this freeze the opponent’s legs or does it generate a block of ice or something? Would the enemy be able to break out early if they focus on un-sticking themselves? Depending on your answers you may need to make mention of this being less effective the farther from the center an enemy would be. 30 feet across is a pretty large range for a 5 second stun so if you want to keep both of those in you should expect this to be quite draining.
[/spoiler]
Daniel Wrote:gonna milk the shit out of those milkies
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Quote:Can he use any of these forms with others moves?
I'm currently working on your other points and will post the reworked moves later. But what does this mean? I think you made a grammatical error.
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(08-03-2017, 08:35 AM)Asriel Dreemurr Wrote: Quote:Can he use any of these forms with others moves?
I'm currently working on your other points and will post the reworked moves later. But what does this mean? I think you made a grammatical error.
Yeah, I meant 'other moves'. As in could he fire this while using other techniques that your character has in his arsenal. Also take note that I made a small edit in my response, so adjust your edit accordingly.
Daniel Wrote:gonna milk the shit out of those milkies
Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.
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Psychic (900)
Requires Ranged, Telekinesis
Gardevoir focuses her inner psychokinetic power to an extreme sharpness. This allows her to use her Telekinesis much more efficiently at a more pressing cost. The Psychic will cease all movement and focus on an item or person, allowing her to potentially toss them around. She cannot move or be interrupted while attempting to use this move. After about three seconds of preparation(depending on the size and weight of the item in question), she can lift her target with her psychokinesis. She can hold an item based on its weight; and other primes based on her Atk stat. The target enemy can resist Gardevoir’s Psychic, but only if their Def is relatively close to, or greater than, her Atk. This attack can be charged beyond three seconds up to ten, getting twofold stronger at seven seconds, and threefold at ten. A person has a greater chance to resist the effects of psychic the less it is charged.
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08-03-2017, 10:23 AM
(This post was last modified: 08-03-2017, 10:32 AM by Mark.)
(08-03-2017, 09:36 AM)Gardevoir Wrote: Psychic (900)
Requires Ranged, Telekinesis
Gardevoir focuses her inner psychokinetic power to an extreme sharpness. This allows her to use her Telekinesis much more efficiently at a more pressing cost. The Psychic will cease all movement and focus on an item or person, allowing her to potentially toss them around. She cannot move or be interrupted while attempting to use this move. After about three seconds of preparation(depending on the size and weight of the item in question), she can lift her target with her psychokinesis. She can hold an item based on its weight; and other primes based on her Atk stat. The target enemy can resist Gardevoir’s Psychic, but only if their Def is relatively close to, or greater than, her Atk. This attack can be charged beyond three seconds up to ten, getting twofold stronger at seven seconds, and threefold at ten. A person has a greater chance to resist the effects of psychic the less it is charged.
You should make mention of this being weaker the farther your foe is from you (like the Telekinesis power states). How draining is this to maintain? Is there a duration or is it just until she decided to drop it? Can you use this with other moves?
EDIT: Also, I know this is implied but for the sake of completeness I'd add in this being based on your Telekinesis range.
Daniel Wrote:gonna milk the shit out of those milkies
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(08-03-2017, 10:23 AM)Mark Wrote: (08-03-2017, 09:36 AM)Gardevoir Wrote: Psychic (900)
Requires Ranged, Telekinesis
Gardevoir focuses her inner psychokinetic power to an extreme sharpness. This allows her to use her Telekinesis much more efficiently at a more pressing cost. The Psychic will cease all movement and focus on an item or person, allowing her to potentially toss them around. She cannot move or be interrupted while attempting to use this move. After about three seconds of preparation(depending on the size, weight and distance of the item in question), she can lift her target with her psychokinesis. She can hold an item based on its weight; and other primes based on her Atk stat. The target enemy can resist Gardevoir’s Psychic, but only if their Def is relatively close to, or greater than, her Atk. This attack can be charged beyond three seconds up to ten, getting twofold stronger at seven seconds, and threefold at ten. A person has a greater chance to resist the effects of psychic the less it is charged. This can be maintained for 3 seconds at 1st charge, 5 for 2nd charge, and 7 for 3rd charge. The more Gardevoir moves the object, the less time she can hold onto it. Though this attack is simple, and can be draining if over used successfully. This attack takes all of Gardevoir's attention, so she cannot use other attacks while using Psychic.
You should make mention of this being weaker the farther your foe is from you (like the Telekinesis power states). How draining is this to maintain? Is there a duration or is it just until she decided to drop it? Can you use this with other moves?
Changes in Italics
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(08-03-2017, 10:31 AM)Kaylee Wrote: (08-03-2017, 10:23 AM)Mark Wrote: (08-03-2017, 09:36 AM)Gardevoir Wrote: Psychic (900)
Requires Ranged, Telekinesis
Gardevoir focuses her inner psychokinetic power to an extreme sharpness. This allows her to use her Telekinesis much more efficiently at a more pressing cost. The Psychic will cease all movement and focus on an item or person, allowing her to potentially toss them around. She cannot move or be interrupted while attempting to use this move. After about three seconds of preparation(depending on the size, weight and distance of the item in question), she can lift her target with her psychokinesis. She can hold an item based on its weight; and other primes based on her Atk stat. The target enemy can resist Gardevoir’s Psychic, but only if their Def is relatively close to, or greater than, her Atk. This attack can be charged beyond three seconds up to ten, getting twofold stronger at seven seconds, and threefold at ten. A person has a greater chance to resist the effects of psychic the less it is charged. This can be maintained for 3 seconds at 1st charge, 5 for 2nd charge, and 7 for 3rd charge. The more Gardevoir moves the object, the less time she can hold onto it. Though this attack is simple, and can be draining if over used successfully. This attack takes all of Gardevoir's attention, so she cannot use other attacks while using Psychic.
You should make mention of this being weaker the farther your foe is from you (like the Telekinesis power states). How draining is this to maintain? Is there a duration or is it just until she decided to drop it? Can you use this with other moves?
Changes in Italics
Approved. When you buy this just note in your Roster that this works on your Telekinesis range.
Daniel Wrote:gonna milk the shit out of those milkies
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08-03-2017, 10:58 AM
(This post was last modified: 08-03-2017, 10:58 AM by Amber Veritz.)
Semblance Active: Muscle Aura(1500)
Tier Two Power-Up
A semblance is a special ability that makes a huntsman or huntress different from the others. Amber's semblance channels her aura directly into her muscles, allowing for explosive movements and power along with a decent resilience to most hazardous attacks. While using this power up, the faunus visibly glows in a pink aura like that of fire and static electricity. This can be used in both her forms - Main and Alt
Stat boost
4/3/3/0
"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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08-03-2017, 03:16 PM
(This post was last modified: 08-03-2017, 05:31 PM by Doomguy.)
(08-02-2017, 11:06 PM)Jade Harley Wrote: [spoiler]
(08-02-2017, 10:46 PM)Doomguy Wrote: Quote:Siphon Grenade (Prof: Ranged, AOE, Debuff) - 300 om
Another grenade shaped object, except it looks like an red orb of pulsing argent energy wrapped around with thorny vines made of metal. Once the weapon has been primed and thrown away from, a two second a red and evil looking dome of light radiates with a radius of 4 feet from it's spot, which bends around cover (but does not go through it). The area lasts for 2 seconds, those caught in it briefly have a small amount of their vital drained from them and feel physically slow and weak for a second. Those who are stuck in the attack for the full duration, however, are severely weakened, feeling encumbered even in their own equipment for 3 seconds.
[/spoiler]
What's the drawback for Doomguy when this move is used?
So, I decided I wanted this move to be more like it worked in Doom 4, which both drained health from whoever was hit, then gave it doomguy. So I'm going to move this to the Move workshop
Quote:Quote:[spoiler]Hologram (Prof: Remote Control, Debuff) - 300 om
Technology used by the USSMC, UNSMC and UAC for various reasons, this particular equipment is used by spec ops and other advanced units to distract, confuse, misdirect, and bait enemy troops (along with more mundane uses). A grenade-sized box, the item creates a life sized and mostly realistic sight and sound recreation of a UAC trooper with a plasma gun. It's unrealistic in that the weapon's plasma rounds does nothing, and when attacked the hologram is merely phased through. If the box is itself destroyed, the hologram disappears.
The hologram has a small set of programmed commands that can be used with manipulation, which it will perform within 5 feet of the object: Stand guard, Shoot, walk, and take cover. Other actions require direct manipulation,. There may only be one hologram at a time.[/spoiler]
What is the maximum distance this hologram may be from the user at any given time?
Added operation distance, as well as a set up time.
Technology used by the USSMC, UNSMC and UAC for various reasons, this particular equipment is used by spec ops and other advanced units to distract, confuse, misdirect, and bait enemy troops (along with more mundane uses). A grenade-sized box, once thrown the item creates a life sized and mostly realistic sight and sound recreation of a UAC trooper with a plasma gun in a second, briefly glitching and phasing before becoming a proper replica (making it obvious what it is if thrown in front of someone). It's unrealistic in that the weapon's plasma rounds does nothing, and when attacked the hologram is merely phased through. If the box is itself destroyed, the hologram disappears.
The hologram has a small set of programmed commands that can be used with manipulation, which it will perform within 5 feet of the object: Stand guard, Shoot, walk, and take cover. Other actions require direct manipulation,. There may only be one hologram at a time, and shoot the user move than the 20 feet away from the object it shuts down.
Edit: Okay, here's the updated move
Tier 1 Super Move Siphon Grenade (Prof: Ranged, AOE, Debuff, Buff, Regeneration) - 600 om
Another grenade shaped object, except it looks like an red orb of pulsing argent energy wrapped around with thorny vines made of metal. Once the weapon has been primed and thrown away from, a two second a red and evil looking dome of light radiates with a indiscriminate radius of 4 feet from it's spot, which bends around cover (but does not go through it). Like other grenades, it's only goes as fast and as far as DG throws it while loosing accuracy if he has to Hail Mary it. It can be shot out of the air and detonates prematurely if struck (usually by another super move), or removed by a defensive move.
The area lasts for 2 seconds, meanwhile DG can still do his own thing, those caught in it briefly have a small amount of their health drained from them and feel physically slow and weak for a second, while left in horror as their omnilium is pulled from their body and they see the Doom Marine get stronger as he regains his own health (1 hp per person caught under the blast). Those who are stuck in the attack for the full duration, however, are severely weakened, feeling encumbered even in their own equipment for 3 seconds, along with the aforementioned regeneration for the marine.
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Rushing Shenron Bash (T1 Super Move, 600 OM, requires Physical, Integration)
Syn Shenron integrates a ton of the Ki around himself and makes it flow into his arms, before leaning forwards, putting his arms in front of his head, and rushing into the opponent at full power. This technique takes only three seconds to charge, and by the time Syn Shenron finishes charging the attack, he starts running at the opponent at top speeds, and upon hitting the opponent, the Ki flows through the opponent and causes major damage to them.
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08-03-2017, 10:01 PM
(This post was last modified: 08-03-2017, 10:03 PM by Jade Harley.)
@ Doomguy: You can't injure people AND heal yourself with a Super Move. Supers can only do one thing. Pick whether you want to attack people with a Super Attack or heal yourself with a Super Utility, please!
Amber Veritz Wrote:Semblance Active: Muscle Aura(1500)
Tier Two Power-Up
A semblance is a special ability that makes a huntsman or huntress different from the others. Amber's semblance channels her aura directly into her muscles, allowing for explosive movements and power along with a decent resilience to most hazardous attacks. While using this power up, the faunus visibly glows in a pink aura like that of fire and static electricity. This can be used in both her forms - Main and Alt
Stat boost
4/3/3/0
Approved!
(08-03-2017, 09:43 PM)Syn Shenron Wrote: Rushing Shenron Bash (T1 Super Move, 600 OM, requires Physical, Integration)
Syn Shenron integrates a ton of the Ki around himself and makes it flow into his arms, before leaning forwards, putting his arms in front of his head, and rushing into the opponent at full power. This technique takes only three seconds to charge, and by the time Syn Shenron finishes charging the attack, he starts running at the opponent at top speeds, and upon hitting the opponent, the Ki flows through the opponent and causes major damage to them.
Approved!
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
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Just a little power up
Tier 1 Power-Up: Puppy (1000 om)
A pair of wolf ears lift from the layers of Dust's messy hair, and a tail springs to existence in the appropriate place. From finger tip to elbows, and toes to knees, the skin turns dark maroon.
(For the duration: A Pup's Bite/Claw and Wolf's Tail are 'active'. As in, he has claws, sharp teeth, and a tail to utilize. He has to pay the costs for each use)
-The cost for this is a simple kiss that lasts 9 seconds at least. (Can be done before, during, or after fight)
ATK: +0
DEF: +2
SPD: +1
TEC: +2
(wolf's tail is coming soon, for now its just a fluffy tail and has no purpose other than being a tail)
![[Image: k7o36mrvhfvz.gif]](https://cdn.discordapp.com/attachments/373954940726673408/375611812068065307/k7o36mrvhfvz.gif)
"Centurion: I'll leave you to your work then Dust. Thanks for chatting!
Me: no problem. stay awesome!
Centurion: It's more of a passive ability"
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(08-04-2017, 04:22 AM)Dust Wrote: Just a little power up
Tier 1 Power-Up: Puppy (1000 om)
A pair of wolf ears lift from the layers of Dust's messy hair, and a tail springs to existence in the appropriate place. From finger tip to elbows, and toes to knees, the skin turns dark maroon.
(For the duration: A Pup's Bite/Claw and Wolf's Tail are 'active'. As in, he has claws, sharp teeth, and a tail to utilize. He has to pay the costs for each use)
-The cost for this is a simple kiss that lasts 9 seconds at least. (Can be done before, during, or after fight)
ATK: +0
DEF: +2
SPD: +1
TEC: +2
(wolf's tail is coming soon, for now its just a fluffy tail and has no purpose other than being a tail)
Approved!
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
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08-05-2017, 06:00 PM
(This post was last modified: 08-05-2017, 06:01 PM by Luci.)
I’m trying to ‘fluff out’ my latest project, the Graffiti Plane, a bit.
Graffiti has been Luci’s primary communicator for a while now, and I want it get it officially approved.
Communicator: Graffiti-200 OM
Luci’s Communicator is her Graffiti that she sprays all over Coruscant. Luci paints or writes a message and a destination (either a person or place she has connected with in person or in the Astral Realm), and the message disappears into the and reappears where she sends it, with some minor delays. Sometimes this is represented by an animal messenger who delivers a message orally, sometimes it is just written words.
Sending and receiving messages through Graffiti has risks, just like sending messages through the Dataverse or Astral Realm. Just as those messages can be hacked or intercepted, so too can Graffiti messages. Luci is not the only one who uses Graffiti to communicate; other criminals in Coruscant take advantage of the covert communications network.
This is an Astral Realm based and Telepathy based Communicator.
Also got a fluff move to go with it
Graffiti Vandal (0 OM) Requires access to the Graffiti Plane.
Just as the Data Verse has hackers, who can intercept, corrupt, or delete messages and data, the Graffiti Plane has Vandals. A Vandal is someone with enough understanding of the surreal mechanics of the Graffiti Plane that they can manipulate it against other Graffiti Plane users.
Luci is an excellent Vandal. She can intercept or destroy messages from rival gangs, encrypt her own messages, and other feats based around this concept.
Characters with Spiritual Enlightenment or Spiritual Attunement, characters with Telepathy, and characters with high TEC scores all make good Graffiti Vandals.
This is intended as a fluff move.
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(08-05-2017, 06:00 PM)Luci Wrote: Graffiti has been Luci’s primary communicator for a while now, and I want it get it officially approved.
Communicator: Graffiti-200 OM
Luci’s Communicator is her Graffiti that she sprays all over Coruscant. Luci paints or writes a message and a destination (either a person or place she has connected with in person or in the Astral Realm), and the message disappears into the and reappears where she sends it, with some minor delays. Sometimes this is represented by an animal messenger who delivers a message orally, sometimes it is just written words.
Sending and receiving messages through Graffiti has risks, just like sending messages through the Dataverse or Astral Realm. Just as those messages can be hacked or intercepted, so too can Graffiti messages. Luci is not the only one who uses Graffiti to communicate; other criminals in Coruscant take advantage of the covert communications network.
This is an Astral Realm based and Telepathy based Communicator.
So, forgive me for my confusion here but this is just how you're RPing your communicator, correct? As in it does exactly what a communicator normally does and nothing else? I ask because it kinda seems like you're hinting at being able to send messages to people across verses without a communicator through Telepathy, which would only work within your Telepathy range.
Quote:Also got a fluff move to go with it
Graffiti Vandal (0 OM) Requires access to the Graffiti Plane.
Just as the Data Verse has hackers, who can intercept, corrupt, or delete messages and data, the Graffiti Plane has Vandals. A Vandal is someone with enough understanding of the surreal mechanics of the Graffiti Plane that they can manipulate it against other Graffiti Plane users.
Luci is an excellent Vandal. She can intercept or destroy messages from rival gangs, encrypt her own messages, and other feats based around this concept.
Characters with Spiritual Enlightenment or Spiritual Attunement, characters with Telepathy, and characters with high TEC scores all make good Graffiti Vandals.
This is intended as a fluff move.
As long as it's purely for fluff and doesn't give you any competitive benefit, that's fine. I.e. if you were running from a fight you can't block your enemy's messages to their allies from sending or others from coming in unless you OK it with them.
Daniel Wrote:gonna milk the shit out of those milkies
Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.
Alex Wrote:clowns don't have marriage rights
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08-05-2017, 07:55 PM
(This post was last modified: 08-05-2017, 07:56 PM by Luci.)
Quote:So, forgive me for my confusion here but this is just how you're RPing your communicator, correct? As in it does exactly what a communicator normally does and nothing else? I ask because it kinda seems like you're hinting at being able to send messages to people across verses without a communicator through Telepathy, which would only work within your Telepathy range.
Just a regular old communicator
Quote:As long as it's purely for fluff and doesn't give you any competitive benefit, that's fine. I.e. if you were running from a fight you can't block your enemy's messages to their allies from sending or others from coming in unless you OK it with them.
I understand.
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Daniel approved this under my join thread but I didn't take it at the time. Can I just get a thumbs up if this is good to go still before I purchase?
Bow and Arrow - 300 OM (Requires: Ranged Proficiency)
A wooden bow, lovingly crafted and polished smooth. The string is of a silken make, waxed and practically immune to snapping. A leather grip wrap encompasses the center of the wooden limb, accompanied by bone weights at the ends to provide greater stabilization. Each arrow is of equal craftsmanship, 20 in a leather-bound quiver, and Shū can replenish the quiver with two arrows per second if he isn't under attack and has time to concentrate. If under attack, it will take him three minutes of concentration to summon two arrows. All arrow heads are made of glass-stone, symbols of spirit banishment etched into each one. He can fire off one arrow at a time in approximately one second at a maximum distance of 1000 yards depending on the trajectory of the arrow. The average arrow travels at about 150 mph in a straight line, that speed slows significantly (reduced to 30-60mph) if the arrow is fired at an arc to attain maximum distance.
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@ Jade: OKay, then can I have just the healing with debuff? And you didn't say anything about Hologram
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