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Official Move Approval IV
(01-11-2017, 02:18 PM)Okor Wrote:
(01-11-2017, 02:15 PM)ElFailzalot Wrote: Okor:
[spoiler]
(01-10-2017, 08:48 AM)Okor Wrote: Cultists (Tier One Assist, Requires 1000 OM)
[Image: e9f2fda72ab1cac9e1211e6f14c004a1.jpg]

ATK: 2
DEF: 2
SPD: 0
TEC: 1

Okor's efforts at spreading the good word of Nurgle have met with some success.  He is almost always accompanied by a small retinue of Cultists, desperate men and women who have embraced the simple truths of Nurgle, and have found peace in his gifts. They are cursed and blighted individuals, disease running rampant through their scarred bodies. Boils and weeping sores are accentuated, rather than hidden with dirtied rags, salvaged and scavenged armour providing further protection on top of Nurgle's gifts. Devotional trinkets festoon their ragged clothes, the entirety of their possessions carried on their person. These possessions vary from cultist to cultist, with Okor finding new converts in every realm he visits: A former citizen of Coruscant raises their voice in prayer next to a denizen of Darkshire. Many of them were not in their right mind from the beginning, but rare is the one who can accept the depreciation of their body with their psyche remaining untouched. They possess a lesser variant of Okor's blessings, allowing them to ignore pain and slowly regenerate their wounds.

Cultist Barrage (Requires ranged proficiency, debuff proficiency, area attack proficiency cultists, 600 OM)
Okor's Cultists clutch damaged and much-used ranged weapons in cloth-wrapped claws. Depending on the nature of the 'verse he dwells within, the cultists wield appropriate weapons: Within a primitive verse, they let loose crossbow bolts and arrows, whereas in the dominion of Coruscant, low-caliber firearms are favoured. While various afflictions prevent the cultists from achieving accuracy, the enthusiastic fusillade of fire serves to suppress a small group of targets within 30 meters, forcing them to choose between finding cover or weathering the storm.

Cultist Blades (Requires physical proficiency, debuff proficiency, cultists, 300 OM)
The Cultists arm themselves with twisted shivs, drenched in noxious mixture of blood, disease, dirt, and sewage. Should a foe fall victim to their frenzied assault (A difficult task, considering their patient gait and lack of skill, but a likely occurrence should they be surrounded), they will begin to sicken. The disease spreads quickly, inflicting nausea, dizziness, and possibly vomiting, should their defense be equal to or lower than 2. While unpleasant, these effects fade after twenty seconds.

Cultists is good.

Cultist Barrage: Why's it cost 600? Only seems to do the one thing every time.

Cultist Blades: Disgusting. But approved.[/spoiler]
I was thinking that the suppressing effect and the damaging effect may make it cost more. Would 300 be preferred?

It'd only cost more if it was a choice between being able to just shoot normally with whatever accuracy they could manage or just firing wildly for the suppressing part of it. If that's the intention, then yeah it'd be 600, but if it always does both things, just firing wildly to suppress with the chance for damage if they actually hit something, then 300 would be the cost.
If you see me around and you got questions, just give a shout. I'm happy to assist.

Mark Wrote:[9:32:26 PM] Mark I.: Nuggets are serious McBusiness, Jade

Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities
(01-11-2017, 02:20 PM)Usopp Wrote: Super Gunpowder Star; Tier 2 Super Move: (Ranged) Usopp fires a highly explosive pellet filled with gunpowder. The sniper only has limited ammo for this attack, but like his Lead Star, it has a range of 1 kilometer and can be fired just as quickly. The shots travel at about 500 meters per second and Usopp can move while using this attack. (800 OM)

Still Just A Regular Impact Dial; Tier 2 Super Move: A seashell-like object with a mass of small apertures on the larger side. Any attack which contacts these holes is absorbed into the shell. Strangely effective against explosion attacks as well. It can block any Tier 1 or 2 Super Move. (800 OM)

Fire Bird Star; Tier 1 Super Move: (Ranged, Area) Usopp fires a flaming projectile in the shape of a massive phoenix at a target. Upon contact with a person, item, or surface, it explodes into a sphere of fire about 15 meters in diameter.. It takes about a second to launch this attack, the shots travel at about 500 meters per second, have a range of 1 kilometer and Usopp can move while using this attack. (600 OM)

Super Fire Bird Star; Tier 2 Super Move: (Ranged, Area) Usopp fires a flaming projectile in the shape of a massive phoenix at a target. Upon contact with a person, item, or surface, it explodes into a sphere of fire about 15 meters in diameter. It takes about a second to launch this attack, the shots travel at about 500 meters per second, have a range of 1 kilometer and Usopp can move while using this attack. (800 OM)

Fixed.

[Image: 505.gif]
If you see me around and you got questions, just give a shout. I'm happy to assist.

Mark Wrote:[9:32:26 PM] Mark I.: Nuggets are serious McBusiness, Jade

Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities
(01-11-2017, 02:21 PM)ElFailzalot Wrote:
(01-11-2017, 02:18 PM)Okor Wrote:
(01-11-2017, 02:15 PM)ElFailzalot Wrote: Okor:
[spoiler]
(01-10-2017, 08:48 AM)Okor Wrote: Cultists (Tier One Assist, Requires 1000 OM)
[Image: e9f2fda72ab1cac9e1211e6f14c004a1.jpg]

ATK: 2
DEF: 2
SPD: 0
TEC: 1

Okor's efforts at spreading the good word of Nurgle have met with some success.  He is almost always accompanied by a small retinue of Cultists, desperate men and women who have embraced the simple truths of Nurgle, and have found peace in his gifts. They are cursed and blighted individuals, disease running rampant through their scarred bodies. Boils and weeping sores are accentuated, rather than hidden with dirtied rags, salvaged and scavenged armour providing further protection on top of Nurgle's gifts. Devotional trinkets festoon their ragged clothes, the entirety of their possessions carried on their person. These possessions vary from cultist to cultist, with Okor finding new converts in every realm he visits: A former citizen of Coruscant raises their voice in prayer next to a denizen of Darkshire. Many of them were not in their right mind from the beginning, but rare is the one who can accept the depreciation of their body with their psyche remaining untouched. They possess a lesser variant of Okor's blessings, allowing them to ignore pain and slowly regenerate their wounds.

Cultist Barrage (Requires ranged proficiency, debuff proficiency, area attack proficiency cultists, 600 OM)
Okor's Cultists clutch damaged and much-used ranged weapons in cloth-wrapped claws. Depending on the nature of the 'verse he dwells within, the cultists wield appropriate weapons: Within a primitive verse, they let loose crossbow bolts and arrows, whereas in the dominion of Coruscant, low-caliber firearms are favoured. While various afflictions prevent the cultists from achieving accuracy, the enthusiastic fusillade of fire serves to suppress a small group of targets within 30 meters, forcing them to choose between finding cover or weathering the storm.

Cultist Blades (Requires physical proficiency, debuff proficiency, cultists, 300 OM)
The Cultists arm themselves with twisted shivs, drenched in noxious mixture of blood, disease, dirt, and sewage. Should a foe fall victim to their frenzied assault (A difficult task, considering their patient gait and lack of skill, but a likely occurrence should they be surrounded), they will begin to sicken. The disease spreads quickly, inflicting nausea, dizziness, and possibly vomiting, should their defense be equal to or lower than 2. While unpleasant, these effects fade after twenty seconds.

Cultists is good.

Cultist Barrage: Why's it cost 600? Only seems to do the one thing every time.

Cultist Blades: Disgusting. But approved.[/spoiler]
I was thinking that the suppressing effect and the damaging effect may make it cost more. Would 300 be preferred?

It'd only cost more if it was a choice between being able to just shoot normally with whatever accuracy they could manage or just firing wildly for the suppressing part of it. If that's the intention, then yeah it'd be 600, but if it always does both things, just firing wildly to suppress with the chance for damage if they actually hit something, then 300 would be the cost.

So it's approved for 300 OM then?
[Image: DarkshireDefenseBadge.png][Image: HerosGraveyardBadge.png][Image: DA15Badge.png]
(01-11-2017, 03:22 PM)Okor Wrote:
(01-11-2017, 02:21 PM)ElFailzalot Wrote:
(01-11-2017, 02:18 PM)Okor Wrote:
(01-11-2017, 02:15 PM)ElFailzalot Wrote: Okor:
[spoiler]
(01-10-2017, 08:48 AM)Okor Wrote: Cultists (Tier One Assist, Requires 1000 OM)
[Image: e9f2fda72ab1cac9e1211e6f14c004a1.jpg]

ATK: 2
DEF: 2
SPD: 0
TEC: 1

Okor's efforts at spreading the good word of Nurgle have met with some success.  He is almost always accompanied by a small retinue of Cultists, desperate men and women who have embraced the simple truths of Nurgle, and have found peace in his gifts. They are cursed and blighted individuals, disease running rampant through their scarred bodies. Boils and weeping sores are accentuated, rather than hidden with dirtied rags, salvaged and scavenged armour providing further protection on top of Nurgle's gifts. Devotional trinkets festoon their ragged clothes, the entirety of their possessions carried on their person. These possessions vary from cultist to cultist, with Okor finding new converts in every realm he visits: A former citizen of Coruscant raises their voice in prayer next to a denizen of Darkshire. Many of them were not in their right mind from the beginning, but rare is the one who can accept the depreciation of their body with their psyche remaining untouched. They possess a lesser variant of Okor's blessings, allowing them to ignore pain and slowly regenerate their wounds.

Cultist Barrage (Requires ranged proficiency, debuff proficiency, area attack proficiency cultists, 600 OM)
Okor's Cultists clutch damaged and much-used ranged weapons in cloth-wrapped claws. Depending on the nature of the 'verse he dwells within, the cultists wield appropriate weapons: Within a primitive verse, they let loose crossbow bolts and arrows, whereas in the dominion of Coruscant, low-caliber firearms are favoured. While various afflictions prevent the cultists from achieving accuracy, the enthusiastic fusillade of fire serves to suppress a small group of targets within 30 meters, forcing them to choose between finding cover or weathering the storm.

Cultist Blades (Requires physical proficiency, debuff proficiency, cultists, 300 OM)
The Cultists arm themselves with twisted shivs, drenched in noxious mixture of blood, disease, dirt, and sewage. Should a foe fall victim to their frenzied assault (A difficult task, considering their patient gait and lack of skill, but a likely occurrence should they be surrounded), they will begin to sicken. The disease spreads quickly, inflicting nausea, dizziness, and possibly vomiting, should their defense be equal to or lower than 2. While unpleasant, these effects fade after twenty seconds.

Cultists is good.

Cultist Barrage: Why's it cost 600? Only seems to do the one thing every time.

Cultist Blades: Disgusting. But approved.[/spoiler]
I was thinking that the suppressing effect and the damaging effect may make it cost more. Would 300 be preferred?

It'd only cost more if it was a choice between being able to just shoot normally with whatever accuracy they could manage or just firing wildly for the suppressing part of it. If that's the intention, then yeah it'd be 600, but if it always does both things, just firing wildly to suppress with the chance for damage if they actually hit something, then 300 would be the cost.

So it's approved for 300 OM then?

[Image: giphy.gif]
If you see me around and you got questions, just give a shout. I'm happy to assist.

Mark Wrote:[9:32:26 PM] Mark I.: Nuggets are serious McBusiness, Jade

Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities
I'd need pre-approval for a few moves... planning to use them on an NPC ("Iza", to clarify). Thank you for the help!

[spoiler]
Pyromancy (600, requires Ranged Proficiency, Debuff Proficiency)
By focusing continuously, standing still and holding her hand out with her palm up, Iza summons a flame that is initially candle-sized (almost instantly) and gradually grows to the size of a small campfire (~5 seconds), if fed with more magic energy after that it simply continues to burn at its maximum size until used or extinguished. It appears and grows on her hand, which is slowly scorched as the flame burns her. This is a cosmetic side-effect though.
Iza is able to throw the flame in a lob, with a maximum range of ~20m, to attack her opponent with it. It functions like a normal fire in that it can be extinguished, it can spread to other flammable materials, cannot burn on non-flammables etc. While in Iza’s hand it must be maintained with small amounts of magic power or else it is extinguished, including if Iza’s concentration is broken. After it is thrown it lasts for up to 5 seconds during which it aggressively catches on to something flammable, attempting to stay “alive”, otherwise it goes out by itself.
While using Pyromancy until the point where she throws the flame Iza must remain stationary and cannot use other moves.


Abyssal Formula (600, requires Area Attack Proficiency)
This is Iza’s most powerful destructive magic, a forbidden spell. In order to cast it she must draw a complex circle riddled with arcane symbols and shapes on the ground, with a black ink-like substance that comes from her fingertips. While incomplete or faulty the circle is just a more or less fancy drawing with incomprehensible glyphs and latin words, but once completed it unleashes its real power.
Namely, the ground breaks away into a circular pit as large as the circle formula was. That pit goes down for 10 meters – enough to do some serious damage. Anything above the circle remains unaffected, although things resting on the ground that breaks away would of course fall down.
Iza can make the circle any size she wants as long as its diameter is at least one meter, and the entire surface that she intends to subject to the Abyssal Formula can be painted (it can’t be obstructed by buildings, greatly uneven terrain etc). Due to the larger size it takes her exponentially longer to paint a circle the bigger it is, by the following formula:
(1 minute) * X², where X is the diameter of the circle in meters. 1m would be 1min, 2m would be 4min, 3m would be 9min and so on.


Lich Dagger (300, Physical Strength)
Normally Liches are able to spread their necrotic corruption with a cursed ritual dagger whose mere presence deters attackers from getting too close. In Iza’s case, not so much.
Her Lich Dagger is the broken remains of a sword (Image) that is rusted and blunt, though Iza is able to coat the blade in a layer of magic that sharpens it with minimal effort and will do so whenever she can (the non-enchanted form is strictly weaker - borderline useless). She lacks the skill to actually lengthen the blade so the range she gets from this is minimal. The Lich Dagger’s handle is ca. 15cm and the blade is 10cm long (note that the handle doesn’t “count” towards the range because Iza is holding the dagger there).


Gravetouched (600, Phys Str, Debuff Proficiency)
Having been to the realm of the dead has not left Iza without traces. Her body is covered in grave rot, remains of long-dead creatures rotten far beyond recognition. Her Lich magic turns that grave rot into a dangerous weapon.
Iza must draw out her necrotic magic by focusing for about two seconds, during which she cannot move, causing any visible parts of her body to darken and take on the appearance of a fouling corpse, in a sickly dark gray color. Her entire body becomes dangerous to direct physical contact at this point, including the shroud she is cloaked in, though Iza will typically attempt to establish that physical contact with her hands. Physical contact must be direct - it cannot be through a medium such as a melee weapon that an opponent holds as they hit Iza with it. However if an opponent is wearing armor, clothes or similar (a representation of DEF, not a shielding move) touching that armor/clothing counts as “direct” physical contact.
If Iza is able to touch her opponent the grave rot infects the opponent by way of her lich magic. The effects become more intense the longer contact is upheld: very brief contact of less than a second will merely leave an uncomfortable numbness at that spot, while extended contact infects an opponent causing what Iza calls “deathtouched”.
This has the following effects: the bodypart that’s infected gradually numbs, visibly rots and becomes increasingly hard to use, obeying the brain’s orders more slowly and less accurately than a healthy body. If touched for at least 10 seconds without break the bodypart becomes “dead”, going limp, numb and not functioning, while looking like the limb of a rotten corpse. Even things surrounding the deathtouched bodypart may appear aged and rotting, such as clothes turning to rags, metal rusting etc, but it’s a cosmetic side-effect with no bearing on the fight. After ~20 seconds of breaking the physical contact the affected bodyparts begin to heal again but it takes 10 further seconds for them to regain their function and become fully responsive again.
Iza can continuously maintain Gravetouched for up to 2 minutes of total time in a fight (such as casting it twice, leaving it in effect for one minute each time), tiring her a fair amount (after a minute she will be exhausted, needing to catch her breath for a while). She cannot use other moves or move faster than at a slow running pace (7-8 km/h) while it is in effect, and takes ~3 seconds after ending Gravetouched before she can use other moves again.
Gravetouched has less of an effect on an opponent’s torso and head - they cannot be completely disabled, only reduced to about 50% effectiveness in their respective functions even if touched for 10 seconds or more.
[/spoiler]
 [Image: Rnk00x5.gif] 
Confusedundoge: Credit & Hugs to Ruby for the sign, and to Guu for the smileys! Confusedundoge:

Hide your chicken nuggers, hide your heads, the Sundoge is coming and she'll hat everyone!
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
This signature is so overloaded...
Tier 1 Super Defense: Regenerator -- 600 OM (Requires: Advanced Regeneration, Survival)

Sometimes, there's just no completely avoiding or defending against attacks completely. At least not the old-fashioned way. In these instances, Anderson elects to simply take the attack head-on, letting himself be blasted by it and take the full brunt of it. He is thrown back, taking the appropriate damage and knocked flat, going still as the grave for several moments, as if defeated. But he rises again, with a look of glee and a predatory gleam in his eyes. The wounds he sustained from the attack, already mostly healed, rapidly close and finish healing before the very eyes of those watching, leaving him virtually unharmed by even such a powerful attack. He will perhaps be bloodied, roughed up, his glasses shattered, clothing torn, but fully fit to continue fighting. Such powerful, quick regeneration greatly taxes him, however, and he cannot do it often (as represented by SP), but even a few times is often sufficient against a powerful foe.
Creeper's Skin 600 OM

Tier One Super Defensive Move (Requires Area Shield)

Cupa's body is covered in a light green light for a second before she is suddenly frozen in place, her entire body turned green instead of her normal skin color. Renders her immobile and blocks any attack that hits her for fifteen seconds. Can block up to a tier one super move, anything higher will break it, most likely sending Cupa flying in the process. Requires a lot of energy to use, and Cupa can't use any moves for thirty seconds after this move. 

Explosive Punch 300 OM (Requires Physical Proficiency)

Cupa charges her right hand for thirty seconds, during which it glows a faint orange color. She can move while charging it, but can not use any melee attacks while it charges. Can still use ranged attacks while it charges, but only with her left hand. When fully charged, her hand becomes the same orange color as her eyes and hair. When an opponent is hit with this hand, a focused explosion goes off, centered around her hand. The explosion is a foot in diameter, and is moderately draining to Cupa, as she has to focus most of her energy on the charging hand.
Quote:Cupa shrugged slightly. "I live by the idea of being friendly to everyone and prepared to kill everyone in the room. My plan just happens to involve more explosions that most."
[Image: sN7AejK.jpg]

Kinetic slam - (Requires physical proficiency, Basic Telekinesis) - 300 OM.
Kerrigan focuses psychic energy into one of her hands, requiring her to stand still for a moment. A sickly yellow glow encompasses her chosen hand as powe gathers around it.

If Kerrigan manages to touch her opponent with her glowing hand within two seconds of creating this charge, the yellow glow spreads around her opponent's body. Kerrigan then lifts her hands up, which causes her opponent's body to be lifted into the air by a sudden surge of gravity, and then promptly slams her hand down, causing the opponent to be slammed flat on their back (regardless of their initial position) into the ground, before the energy subsides. This whole process only takes a second, roughly.

This ability is a moderate drain on Kerrigan's energy, and only works on opponents with equal or less DEF than she has ATK. On opponents with more DEF than her attack, Kerrigan will merely stagger them, pushing them to their knees, but doing nothing more, and opponents with 2X Defence might feel a weight on their body momentarily, but will deal with no more than a tiny amount of irritation, feeling as though they were wearing weighted clothing for a brief moment.

While this move is effective in knocking an opponent off their feet and leaving them vulnerable, it doesn't actually do any more damage than a hard throwing martial arts move might do, leaving an opponent winded and with a sore back, and little more (Unless they were damaged to begin with, or thrown onto a dangerous surface.). additionally, if an opponent can teleport or otherwise escape the grip of the energy in order to move farther than 5 feet away from Kerrigan, they will be able to escape the move even after the aura has latched onto them.
Becquerel (Tier 2 Assist – 10 stats – 2 SP per post – 1500 OM)

[spoiler][Image: tumblr_mwasuhQc0N1qhfpako1_500.gif][/spoiler]

Becquerel, usually simply called 'Bec' by Jade, is Jade's best friend and childhood guardian. He is a large white-furred canine about the size of an adult German Shepherd. He has a tendency to light up with electric green sparks and does not appear to have any discernible facial features aside from his mouth. While he appears fairly laid-back and lazy, Bec will leap into action when Jade is threatened, teleporting himself and telekinetically flinging objects around the battlefield and attacking viciously with his teeth.

Good dog. Best friend!

ATK: 4
DEF: 3
SPD: 1
TEC: 2

Teeth (300 OM, requires Physical Strength)

Both Jade and Becquerel have sharp teeth and especially prominent canines. Talk shit, get bit.
[Image: hnc9xy5]
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.
Just want
[Image: giphy.gif]
-to add in two things. >3> freaking premature posting

A first thing is an alternate form for Demetri:

Combat Mode(Alt form):

[Image: 81326f4d90c0c65c3f463d0bac74bb88.jpg]

Iris takes over Demetri's weaponry and armor, distributing his stats more evenly for combat. She goes from having a blue glow to a red glow.(11 stats total, +1 from stat increase)

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

(as a side note, Demetri's chains and weapons go from being metallic and medieval to energy like weapons, though it doesn't affect their uses)


Synergy(Tier 2 Power up):
IRIS integrates with Demetri and greatly increases his speed and tech, giving his razor sharp reflexes and making it easier to escape his foes.

[Image: 4014383419c52a8fa090cfc1ebd8a538.jpg]

ATK: -
DEF: -
SPD: +5
TEC: +5
All warfare is based on deception.
[Image: YhlX1uk.gif]  [Image: biuvYus.gif]  [Image: 291ztlc.png]  [Image: NGVMDdY.gif] [Image: VKKZgMO.gif]
Ammy: I’ll go over yours after I get some sleep.


(01-12-2017, 08:35 PM)Alexander Anderson Wrote: Tier 1 Super Defense: Regenerator -- 600 OM (Requires: Advanced Regeneration, Survival)

Sometimes, there's just no completely avoiding or defending against attacks completely. At least not the old-fashioned way. In these instances, Anderson elects to simply take the attack head-on, letting himself be blasted by it and take the full brunt of it. He is thrown back, taking the appropriate damage and knocked flat, going still as the grave for several moments, as if defeated. But he rises again, with a look of glee and a predatory gleam in his eyes. The wounds he sustained from the attack, already mostly healed, rapidly close and finish healing before the very eyes of those watching, leaving him virtually unharmed by even such a powerful attack. He will perhaps be bloodied, roughed up, his glasses shattered, clothing torn, but fully fit to continue fighting. Such powerful, quick regeneration greatly taxes him, however, and he cannot do it often (as represented by SP), but even a few times is often sufficient against a powerful foe.

Approved!

(01-13-2017, 09:32 AM)Cupa Wrote: Creeper's Skin 600 OM

Tier One Super Defensive Move (Requires Area Shield)

Cupa's body is covered in a light green light for a second before she is suddenly frozen in place, her entire body turned green instead of her normal skin color. Renders her immobile and blocks any attack that hits her for fifteen seconds. Can block up to a tier one super move, anything higher will break it, most likely sending Cupa flying in the process. Requires a lot of energy to use, and Cupa can't use any moves for thirty seconds after this move. 

Explosive Punch 300 OM (Requires Physical Proficiency)

Cupa charges her right hand for thirty seconds, during which it glows a faint orange color. She can move while charging it, but can not use any melee attacks while it charges. Can still use ranged attacks while it charges, but only with her left hand. When fully charged, her hand becomes the same orange color as her eyes and hair. When an opponent is hit with this hand, a focused explosion goes off, centered around her hand. The explosion is a foot in diameter, and is moderately draining to Cupa, as she has to focus most of her energy on the charging hand.

Creeper’s Skin: Approved.

Explosive Punch: Roughly how damaging is this? Does it require concentration during the charge period? The charge time seems kinda long but if that’s what you want I’m okay with it.

(01-15-2017, 01:55 PM)Sarah Kerrigan Wrote: Kinetic slam - (Requires physical proficiency, Basic Telekinesis) - 300 OM.
Kerrigan focuses psychic energy into one of her hands, requiring her to stand still for a moment. A sickly yellow glow encompasses her chosen hand as powe gathers around it.

If Kerrigan manages to touch her opponent with her glowing hand within two seconds of creating this charge, the yellow glow spreads around her opponent's body. Kerrigan then lifts her hands up, which causes her opponent's body to be lifted into the air by a sudden surge of gravity, and then promptly slams her hand down, causing the opponent to be slammed flat on their back (regardless of their initial position) into the ground, before the energy subsides. This whole process only takes a second, roughly.

This ability is a moderate drain on Kerrigan's energy, and only works on opponents with equal or less DEF than she has ATK. On opponents with more DEF than her attack, Kerrigan will merely stagger them, pushing them to their knees, but doing nothing more, and opponents with 2X Defence might feel a weight on their body momentarily, but will deal with no more than a tiny amount of irritation, feeling as though they were wearing weighted clothing for a brief moment.

While this move is effective in knocking an opponent off their feet and leaving them vulnerable, it doesn't actually do any more damage than a hard throwing martial arts move might do, leaving an opponent winded and with a sore back, and little more (Unless they were damaged to begin with, or thrown onto a dangerous surface.). additionally, if an opponent can teleport  or otherwise escape the grip of the energy in order to move farther than 5 feet away from Kerrigan, they will be able to escape the move even after the aura has latched onto them.

Can this be used in conjunction with any other moves?

(01-15-2017, 03:29 PM)Jade Harley Wrote: Becquerel (Tier 2 Assist – 10 stats – 2 SP per post – 1500 OM)

[spoiler][Image: tumblr_mwasuhQc0N1qhfpako1_500.gif][/spoiler]

Becquerel, usually simply called 'Bec' by Jade, is Jade's best friend and childhood guardian. He is a large white-furred canine about the size of an adult German Shepherd. He has a tendency to light up with electric green sparks and does not appear to have any discernible facial features aside from his mouth. While he appears fairly laid-back and lazy, Bec will leap into action when Jade is threatened, teleporting himself and telekinetically flinging objects around the battlefield and attacking viciously with his teeth.

Good dog. Best friend!

ATK: 4
DEF: 3
SPD: 1
TEC: 2

Teeth (300 OM, requires Physical Strength)

Both Jade and Becquerel have sharp teeth and especially prominent canines. Talk shit, get bit.

Good to go!

(01-15-2017, 04:15 PM)Demetri Malius Wrote: -to add in two things. >3> freaking premature posting

A first thing is an alternate form for Demetri:

Combat Mode(Alt form):

[Image: 81326f4d90c0c65c3f463d0bac74bb88.jpg]

Iris takes over Demetri's weaponry and armor, distributing his stats more evenly for combat. She goes from having a blue glow to a red glow.(11 stats total, +1 from stat increase)

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

(as a side note, Demetri's chains and weapons go from being metallic and medieval to energy like weapons, though it doesn't affect their uses)


Synergy(Tier 2 Power up):
IRIS integrates with Demetri and greatly increases his speed and tech, giving his razor sharp reflexes and making it easier to escape his foes.

[Image: 4014383419c52a8fa090cfc1ebd8a538.jpg]

ATK: -
DEF: -
SPD: +5
TEC: +5

Approved!
Daniel Wrote:gonna milk the shit out of those milkies

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

Alex Wrote:clowns don't have marriage rights

(01-16-2017, 12:19 AM)Mark Wrote:
(01-15-2017, 01:55 PM)Sarah Kerrigan Wrote: Kinetic slam - (Requires physical proficiency, Basic Telekinesis) - 300 OM.
Kerrigan focuses psychic energy into one of her hands, requiring her to stand still for a moment. A sickly yellow glow encompasses her chosen hand as powe gathers around it.

If Kerrigan manages to touch her opponent with her glowing hand within two seconds of creating this charge, the yellow glow spreads around her opponent's body. Kerrigan then lifts her hands up, which causes her opponent's body to be lifted into the air by a sudden surge of gravity, and then promptly slams her hand down, causing the opponent to be slammed flat on their back (regardless of their initial position) into the ground, before the energy subsides. This whole process only takes a second, roughly.

This ability is a moderate drain on Kerrigan's energy, and only works on opponents with equal or less DEF than she has ATK. On opponents with more DEF than her attack, Kerrigan will merely stagger them, pushing them to their knees, but doing nothing more, and opponents with 2X Defence might feel a weight on their body momentarily, but will deal with no more than a tiny amount of irritation, feeling as though they were wearing weighted clothing for a brief moment.

While this move is effective in knocking an opponent off their feet and leaving them vulnerable, it doesn't actually do any more damage than a hard throwing martial arts move might do, leaving an opponent winded and with a sore back, and little more (Unless they were damaged to begin with, or thrown onto a dangerous surface.). additionally, if an opponent can teleport  or otherwise escape the grip of the energy in order to move farther than 5 feet away from Kerrigan, they will be able to escape the move even after the aura has latched onto them.

Can this be used in conjunction with any other moves

Kerrigan can use her assists to help her out, as normal, but she cannot use it in conjunction with other moves or supermoves. She is capable of attacking as soon as she's finished throwing a dude on the ground.
[Image: 1329972856_s]
"Lightning: CHUN" - 300 (Requires Ranged)
After concentrating for three seconds, Ogong conjures the character for lightning. He then points his fingers at the target. A thin lightning bolt shoots out and strikes the target, doing meh damage. But this is a "channelled" spell - Ogong can concentrate for up to 3 additional seconds, and a stream of electricity will continue to shock the target for that time. However, while he is casting the spell, he cannot move and must be concentrating - if something distracts him, the spell is cancelled and he must start over. The lightning flies a maximum of 2 meters. No spells can be conjured at the same time as others.

[Image: 1330052943_s][Image: 1408003429_s]
Super Attack 1 "Earthquake: JI-JIN" - 600 (Requires Ranged, Area Attack)
Ogong conjures the two characters above in sequence for eight seconds, causing them to appear in mid-air. Ogong then punches the ground, creating a massive but slow shockwave in the ground. It manifests as one fast-spreading ripple - imagine the way a pond looks when you drop a pebble in it. The ripple mystically does good damage within 5 meters of Ogong. However, this attack uses a lot of Ogong's concentration. No spells can be used at the same time as others.
[Image: 665000_mcninja_by_cavenglok-dch0qt5.jpg]
Odd hours. Call for appointment.
Ammy
[spoiler]
(01-12-2017, 03:51 PM)Amaterasu Wrote: Pyromancy (600, requires Ranged Proficiency, Debuff Proficiency)
By focusing continuously, standing still and holding her hand out with her palm up, Iza summons a flame that is initially candle-sized (almost instantly) and gradually grows to the size of a small campfire (~5 seconds), if fed with more magic energy after that it simply continues to burn at its maximum size until used or extinguished. It appears and grows on her hand, which is slowly scorched as the flame burns her. This is a cosmetic side-effect though.
Iza is able to throw the flame in a lob, with a maximum range of ~20m, to attack her opponent with it. It functions like a normal fire in that it can be extinguished, it can spread to other flammable materials, cannot burn on non-flammables etc. While in Iza’s hand it must be maintained with small amounts of magic power or else it is extinguished, including if Iza’s concentration is broken. After it is thrown it lasts for up to 5 seconds during which it aggressively catches on to something flammable, attempting to stay “alive”, otherwise it goes out by itself.
While using Pyromancy until the point where she throws the flame Iza must remain stationary and cannot use other moves.


Abyssal Formula (600, requires Area Attack Proficiency)
This is Iza’s most powerful destructive magic, a forbidden spell. In order to cast it she must draw a complex circle riddled with arcane symbols and shapes on the ground, with a black ink-like substance that comes from her fingertips. While incomplete or faulty the circle is just a more or less fancy drawing with incomprehensible glyphs and latin words, but once completed it unleashes its real power.
Namely, the ground breaks away into a circular pit as large as the circle formula was. That pit goes down for 10 meters – enough to do some serious damage. Anything above the circle remains unaffected, although things resting on the ground that breaks away would of course fall down.
Iza can make the circle any size she wants as long as its diameter is at least one meter, and the entire surface that she intends to subject to the Abyssal Formula can be painted (it can’t be obstructed by buildings, greatly uneven terrain etc). Due to the larger size it takes her exponentially longer to paint a circle the bigger it is, by the following formula:
(1 minute) * X², where X is the diameter of the circle in meters. 1m would be 1min, 2m would be 4min, 3m would be 9min and so on.


Lich Dagger (300, Physical Strength)
Normally Liches are able to spread their necrotic corruption with a cursed ritual dagger whose mere presence deters attackers from getting too close. In Iza’s case, not so much.
Her Lich Dagger is the broken remains of a sword (Image) that is rusted and blunt, though Iza is able to coat the blade in a layer of magic that sharpens it with minimal effort and will do so whenever she can (the non-enchanted form is strictly weaker - borderline useless). She lacks the skill to actually lengthen the blade so the range she gets from this is minimal. The Lich Dagger’s handle is ca. 15cm and the blade is 10cm long (note that the handle doesn’t “count” towards the range because Iza is holding the dagger there).


Gravetouched (600, Phys Str, Debuff Proficiency)
Having been to the realm of the dead has not left Iza without traces. Her body is covered in grave rot, remains of long-dead creatures rotten far beyond recognition. Her Lich magic turns that grave rot into a dangerous weapon.
Iza must draw out her necrotic magic by focusing for about two seconds, during which she cannot move, causing any visible parts of her body to darken and take on the appearance of a fouling corpse, in a sickly dark gray color. Her entire body becomes dangerous to direct physical contact at this point, including the shroud she is cloaked in, though Iza will typically attempt to establish that physical contact with her hands. Physical contact must be direct - it cannot be through a medium such as a melee weapon that an opponent holds as they hit Iza with it. However if an opponent is wearing armor, clothes or similar (a representation of DEF, not a shielding move) touching that armor/clothing counts as “direct” physical contact.
If Iza is able to touch her opponent the grave rot infects the opponent by way of her lich magic. The effects become more intense the longer contact is upheld: very brief contact of less than a second will merely leave an uncomfortable numbness at that spot, while extended contact infects an opponent causing what Iza calls “deathtouched”.
This has the following effects: the bodypart that’s infected gradually numbs, visibly rots and becomes increasingly hard to use, obeying the brain’s orders more slowly and less accurately than a healthy body. If touched for at least 10 seconds without break the bodypart becomes “dead”, going limp, numb and not functioning, while looking like the limb of a rotten corpse. Even things surrounding the deathtouched bodypart may appear aged and rotting, such as clothes turning to rags, metal rusting etc, but it’s a cosmetic side-effect with no bearing on the fight. After ~20 seconds of breaking the physical contact the affected bodyparts begin to heal again but it takes 10 further seconds for them to regain their function and become fully responsive again.
Iza can continuously maintain Gravetouched for up to 2 minutes of total time in a fight (such as casting it twice, leaving it in effect for one minute each time), tiring her a fair amount (after a minute she will be exhausted, needing to catch her breath for a while). She cannot use other moves or move faster than at a slow running pace (7-8 km/h) while it is in effect, and takes ~3 seconds after ending Gravetouched before she can use other moves again.
Gravetouched has less of an effect on an opponent’s torso and head - they cannot be completely disabled, only reduced to about 50% effectiveness in their respective functions even if touched for 10 seconds or more.

Pyromancy: Does this do damage equivalent to standard fire or is it more/less damaging? How draining is this exactly? You state that it is draining to maintain but how harsh exactly is the move on the caster, all-told?

Abyssal Formula: Can she do this in fits and starts or does she need to sit down and work the whole thing out at once? How draining is this to cast? I’m gonna say that 10 meters deep is too much, since it fundamentally changes how the battle would develop and puts anyone without a specific few powers or a sufficient speed stat at a large, long-term disadvantage. If you wanted to give this a duration or something before the hole ‘rebounds’, I’d be receptive to the idea.

Lich Dagger: Looks good. Approved.

Gravetouched: This one I’m a little iffy on. I’d be more comfortable with a longer cast time, since this can debuff for so long. Maybe 5 seconds? I also feel like there should be some mention of how much overall area this can effect. Without a maximum she could just grab someone’s ankles and kill their legs for 30+ seconds at a time, which is pretty harsh in terms of debuffs. That’s not to mention what happens if she could get them in a bear hug. Also, why is this 600?

[/spoiler]

Kerrigan
[spoiler]
(01-16-2017, 12:30 AM)Sarah Kerrigan Wrote:
(01-16-2017, 12:19 AM)Mark Wrote:
(01-15-2017, 01:55 PM)Sarah Kerrigan Wrote: Kinetic slam - (Requires physical proficiency, Basic Telekinesis) - 300 OM.
Kerrigan focuses psychic energy into one of her hands, requiring her to stand still for a moment. A sickly yellow glow encompasses her chosen hand as powe gathers around it.

If Kerrigan manages to touch her opponent with her glowing hand within two seconds of creating this charge, the yellow glow spreads around her opponent's body. Kerrigan then lifts her hands up, which causes her opponent's body to be lifted into the air by a sudden surge of gravity, and then promptly slams her hand down, causing the opponent to be slammed flat on their back (regardless of their initial position) into the ground, before the energy subsides. This whole process only takes a second, roughly.

This ability is a moderate drain on Kerrigan's energy, and only works on opponents with equal or less DEF than she has ATK. On opponents with more DEF than her attack, Kerrigan will merely stagger them, pushing them to their knees, but doing nothing more, and opponents with 2X Defence might feel a weight on their body momentarily, but will deal with no more than a tiny amount of irritation, feeling as though they were wearing weighted clothing for a brief moment.

While this move is effective in knocking an opponent off their feet and leaving them vulnerable, it doesn't actually do any more damage than a hard throwing martial arts move might do, leaving an opponent winded and with a sore back, and little more (Unless they were damaged to begin with, or thrown onto a dangerous surface.). additionally, if an opponent can teleport  or otherwise escape the grip of the energy in order to move farther than 5 feet away from Kerrigan, they will be able to escape the move even after the aura has latched onto them.

Can this be used in conjunction with any other moves

Kerrigan can use her assists to help her out, as normal, but she cannot use it in conjunction with other moves or supermoves. She is capable of attacking as soon as she's finished throwing a dude on the ground.

Sounds good to me. Approved.[/spoiler]

Sun Ogong
[spoiler]
(01-16-2017, 02:14 AM)Sun Ogong Wrote: [Image: 1329972856_s]
"Lightning: CHUN" - 300 (Requires Ranged)
After concentrating for three seconds, Ogong conjures the character for lightning. He then points his fingers at the target. A thin lightning bolt shoots out and strikes the target, doing meh damage. But this is a "channelled" spell - Ogong can concentrate for up to 3 additional seconds, and a stream of electricity will continue to shock the target for that time. However, while he is casting the spell, he cannot move and must be concentrating - if something distracts him, the spell is cancelled and he must start over. The lightning flies a maximum of 2 meters. No spells can be conjured at the same time as others.

[Image: 1330052943_s][Image: 1408003429_s]
Super Attack 1 "Earthquake: JI-JIN" - 600 (Requires Ranged, Area Attack)
Ogong conjures the two characters above in sequence for eight seconds, causing them to appear in mid-air. Ogong then punches the ground, creating a massive but slow shockwave in the ground. It manifests as one fast-spreading ripple - imagine the way a pond looks when you drop a pebble in it. The ripple mystically does good damage within 5 meters of Ogong. However, this attack uses a lot of Ogong's concentration. No spells can be used at the same time as others.

Chun: How draining is this on his stamina?

Ji-Jing: Approved.
[/spoiler]
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

When were you the one in control? (600) tier one super attack (requires teleportation, physical attack prof.)
Chara stops what ever move she is doing and just faces the person. she pulls out her Real Knife and asks one simple question. "Will you give your soul to me?" The person will give a simple yes or no answer, and depending on the answer the attack will be the same in all regards. The attack takes about five seconds for the distance to teleport and to attack. if no she will say "No? you must of miss heard; WHEN WERE YOU THE ONE IN CONTROL?" She will then change her face to her "melty-face" and run at the person before teleporting to right infront of them and quickly slashing from the collar bone all the way down to your hip usually. the time to enact the attack is five seconds and she will be quite winded from it.

(the no/yes answer's are just rp fodder technicaly, but eather way the no route is the one chara will go through either way yes is just that you don't see her attack rp fodder wise)
                                            [Image: tenor.gif?itemid=10243242]
"While shooting concentrate your mind, gently muttering the spell to the Mini-Hakkero. Aiming at someone you don't like, a magicannon of love will be unleashed!"
Bone Staff - 300 OM(Physical Strength Proficiency)

A 6 foot long humerus bone Papyrus wields like a quarterstaff. It's fairly light, and easy to swing, however it doesn't deal much damage. It can be used alongside normal Bones, but not Bone Grid. I'm not sure I need to describe it any further.

Bone Grid - 300 OM(Ranged Attack Proficiency, Ranged Materialize Proficiency, Area Attack Proficiency)

Papyrus takes 5 seconds to summon a 3 feet by 3 feet area of bones, about 4 inches tall, in an area up to 10 feet away from him. These bones sit still - unlike Papyrus' other bone attacks, they do not move. This attack doesn't do much damage, and takes a moderate amount of energy to use. They require full concentration to summon, and Papyrus must hold completely still to summon them, however they can be used in conjunction with normal bones.
Green Sun Streetsweeper (requires Ranged Proficiency, Debuff proficiency) – 600 OM

This gun is based on the Korobov TKB-022PM assault rifle. It contains about 30 rounds and fires at a rate of one round per every 5 seconds. The gun fires miniature Green Suns at Jade’s adversary, which go supernovae upon contact and plume out with a painful amount of greenish yellow energy, leaving lasting burns for up to a minute afterwards. The rounds travel as fast as a bullet and are about the size of a softball. These beams of raw energy take 5 seconds to charge up for a smaller blow, but can be charged for up to 10 seconds for greater effectivness. After its store of energy is emptied, the Green Sun Streetsweeper takes 6 seconds to recharge. Jade must remain stationary when firing this gun whether on the ground or in the air, but can rotate in place to track her target's movements.
[spoiler][Image: latest?cb=20110117041838][/spoiler]
[Image: hnc9xy5]
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.
(01-16-2017, 07:43 PM)Chara Wrote: When were you the one in control? (600) tier one super attack (requires teleportation, physical attack prof.)
Chara stops what ever move she is doing and just faces the person. she pulls out her Real Knife and asks one simple question. "Will you give your soul to me?" The person will give a simple yes or no answer, and depending on the answer the attack will be the same in all regards. The attack takes about five seconds for the distance to teleport and to attack. if no she will say "No? you must of miss heard; WHEN WERE YOU THE ONE IN CONTROL?" She will then change her face to her "melty-face" and run at the person before teleporting to right infront of them and quickly slashing from the collar bone all the way down to your hip usually. the time to enact the attack is five seconds and she will be quite winded from it.

(the no/yes answer's are just rp fodder technicaly, but eather way the no route is the one chara will go through either way yes is just that you don't see her attack rp fodder wise)

Approved.

(01-16-2017, 08:00 PM)Papyrus Wrote: Bone Staff - 300 OM(Physical Strength Proficiency)

A 6 foot long humerus bone Papyrus wields like a quarterstaff. It's fairly light, and easy to swing, however it doesn't deal much damage. It can be used alongside normal Bones, but not Bone Grid. I'm not sure I need to describe it any further.

Bone Grid - 300 OM(Ranged Attack Proficiency, Ranged Materialize Proficiency, Area Attack Proficiency)

Papyrus takes 5 seconds to summon a 3 feet by 3 feet area of bones, about 4 inches tall, in an area up to 10 feet away from him. These bones sit still - unlike Papyrus' other bone attacks, they do not move. This attack doesn't do much damage, and takes a moderate amount of energy to use. They require full concentration to summon, and Papyrus must hold completely still to summon them, however they can be used in conjunction with normal bones.

Both good to go.

(01-16-2017, 08:57 PM)Jade Harley Wrote: Green Sun Streetsweeper (requires Ranged Proficiency, Debuff proficiency) – 600 OM

This gun is based on the Korobov TKB-022PM assault rifle. It contains about 30 rounds and fires at a rate of one round per every 5 seconds. The gun fires miniature Green Suns at Jade’s adversary, which go supernovae upon contact and plume out with a painful amount of greenish yellow energy, leaving lasting burns for up to a minute afterwards. The rounds travel as fast as a bullet and are about the size of a softball. These beams of raw energy take 5 seconds to charge up for a smaller blow, but can be charged for up to 10 seconds for greater effectivness. After its store of energy is emptied, the Green Sun Streetsweeper takes 6 seconds to recharge. Jade must remain stationary when firing this gun whether on the ground or in the air, but can rotate in place to track her target's movements.
[spoiler][Image: latest?cb=20110117041838][/spoiler]

How much stronger is the charged version, and does it change the debuff length? How debilitating is the debuff? Like just a mildly annoying burny effect that gives a slight TEC reduction or is it like a full fledged ‘OW MY ARM’ that is a significant distraction? Unless it’s pretty weak, I think a full minute is kinda long for something you can fire off so often. What’s the range that this can fire? Can it be used with other moves? How draining is it on her stamina to recharge the gun?
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

I'm altering the description for Adult Guu just to make a few things clear:

Old:
Quote:Adult Guu - Tier 1 Power-Up
In moments of crisis, Guu transforms into her more battle competent adult form; a 5'6" woman with knee length hair and dull red eyes. While this form specializes in close quarters combat, she still has access to all of Guu's abilities. Adult Guu is notably more expressive than her default and sometimes will show obvious signs of empathy, but elements of her trickster spirit still remains.

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


New:
Quote:Adult Guu - Tier 1 Power-Up
Guu transforms into her more battle competent adult form; a 5'6" woman with knee length hair and dull red eyes. While this form specializes in close quarters combat, she still has access to all of Guu's abilities. Adult Guu is notably more expressive than her default and sometimes will show obvious signs of empathy, but elements of her trickster spirit still remains.
Guu is able to take on this form through shapeshifting, but it's purely cosmetic. She'll need to spend SP and do a "power-up" sequence in order to gain the stat boosts when she's in this form already.

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

Last line added for clarity as I often take the adult form through shapeshifting, and it's good to have a thing in there that outright says "NOT ACTUALLY THE TRANSFORMATION, BLAH!" Especially if I do entire storylines in her adult form down the line.
[Image: MUsY55C.jpg][float=right][Image: sN7AejK.jpg][/float]


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