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Move Approval V
@TheFutureWarrior

[spoiler]
(11-20-2017, 07:39 PM)The Future Warrior Wrote: Lightning Aura -- 600 OM (Requires: Physical Strength, Ranged, Area Attack)
A supplemental technique to augment basic unarmed combat and simultaneously provide a moderate deterrent to prolonged physical contact. By taking two seconds to 'power up' and focus her natural aura, during which time she must remain stationary to properly focus, Graowr can charge it with electricity, which will visibly spark and crackle around her and through the blue flame-like glow of energy. It reaches just in excess of arm's reach from her body in all directions, or just about three feet. It adds a little extra kick to her basic strikes, sending a painful jolt of electricity through whatever gets hit. The high-voltage aura also serves as a constant barrier of sorts, not doing anything to actually defend against attacks but giving anything that enters its range a constant, painful electrocution while it remains in its range. The damage from the aura, in both of its constant applications, is fairly minor, and it's very visibly telegraphed to even partially observant foes, but it does provide a constant benefit. Maintaining the aura does have a constant, minor drain on the majin's energy and requires moderate focus to keep it up, but it doesn't impede her from other actions in any way, allowing her to freely use her other techniques. If she wants to, or needs to, the extra electrical power can be dismissed with just a second of focus, at which point it will flicker out almost immediately.

As a second part to the technique, Graowr can increase the charge time of the maneuver, taking four seconds to pour extra energy into it while still remaining stationary as in its standard activation, and produce a much more violent, powerful burst of electricity. The blast explodes out in a four meter radius, crackling lines of electricity and raw energy carving out a crater in the ground under her and violently assaulting everything within range. The onslaught lasts three seconds before burning out. Such an explosion of energy is quite draining to perform, and its stationary nature leaves it difficult at best to perform, but it is quite powerful. It cannot be used while the standard version of the aura is in use, and its stationary nature prohibits other techniques from being used at the same time. It can, however, be used while she is restrained or otherwise physically impeded, provided she can maintain focus for enough time to gather the necessary energy, making it useful for escapes of such situations.


Barrier -- 300 OM (Requires: Area Defense)
A defensive technique, intended to weather a barrage of weaker attacks or lessen the impact of more powerful ones. The result is a semitransparent, spherical barrier of blue energy just about two feet larger in diameter than the blue bubblegum creature is tall. It takes only half a second to activate the defense, at which point it springs to life in a flash of blue energy. The quick activation has a notable energy drain, and the focus to keep it up has her effectively rooted in place while it's active, though it does offer a serviceable defense against sudden attacks. It is durable, but only really designed to defend against basic projectile or melee attacks. Charged or stronger hits will break through it more easily. It can be held for up to ten seconds before dropping it.


Emperor's Blast -- 300 OM (Requires: Ranged, Area Attack)
An attack which packs a devastating punch, but with an energy drain to match, and serves primarily as a nasty surprise counter for anyone trying to get the drop on the azure abomination. Whenever someone closes in on her, Graowr can elect to deliver a massive blast of energy in their direction. It takes only a second to charge and prepare, and when unleashed reaches out to a distance of four meters, going from just over a foot wide where it leaves her hand to nearly three meters wide at its furthest point. The ensuing blast packs a major punch, and lasts for just under a second, but producing so much energy so quickly puts a nasty energy drain on it, enough that just a few uses can start to exhaust her, even from full strength, and after every use she needs a further three seconds to catch her breath and do more than just move at a walking pace. The sheer focus of the energy output requires she stay in one place, doing nothing more than jump or spin about to face the direction of her target before firing, until the blast is done firing.


Angry Explosion -- T2 Super Attack -- 800 OM (Requires: Ranged, Area Attack)
Graowr's eyes flash red, and her aura fades from blue to a deep, violent shade of pink as she gathers energy, steam jetting from the vent holes in her arms, and the ones hidden among her hair. Taking six seconds to gather energy, during which time she must maintain stationary, she finally erupts with a noise like a train whistle going off, steam blasting out in a huge cloud around her a split second before a massive burst of energy rips out from her. It spreads out to a maximum range of 20 meters in radius, in a complete sphere of energy the same dark pink as her aura. The explosion is fairly swift, reaching its maximum size in just one second, and lingering there, with several additional explosive 'pulses' for five full seconds before diminishing, shrinking and fading in size over two seconds back down to nothing. Graowr must remain stationary during the entire duration, and for a second afterward as she re-gathers her wits. It is an extremely powerful attack, but also extremely draining to use, only able to be performed a few times (as SP permits, being a super attack).


Shatter -- T2 Super Defense -- 800 OM (Requires: Hive Mind, Disassemble)
When there's a powerful attack coming that the majin knows she can't dodge or avoid by some other means, she falls back on one of the oldest tricks in her repertoire. To all casual observers, she just stands there and lets the attack come to her, and takes it full-on. When it does hit, she lets it blow her apart, scattering and spreading out into smoke and azure goop to diffuse the attack's impact on her to such a degree it becomes negligible. When the attack has run its course, she takes five seconds to pull herself back together (quite literally), the smoke and puzzles of goop all crawling and flowing back together until with a comical poof of light, she just pops back into existence, none the worse for wear. A little singed and scorched from the attack, maybe battered a little, but virtually undamaged.

All Approved.
[/spoiler]
Chakra Control: Anchor (Physical Strength; 300 OM)
[spoiler]
[Image: latest?cb=20140621104411][/spoiler]

By focusing a fixed amount of chakra at some point in the user’s body (typically feet or hands, though any surface is usable), a shinobi is capable of adhering to and moving along surfaces as if they were the ground and without a loss of function or coordination. Examples of this include walls, ceilings, and along the surfaces of bodies of water. This requires very little chakra and concentration to maintain, though maintaining it over long periods of time will undoubtedly still fatigue the user. Likewise, any technique or situation that calls upon a large amount of concentration or stamina to perform will cause this technique to slowly lose effectiveness (E.g. sink into water, slip down a wall, etc.) Significant force can pry the user free of their anchoring point (higher ATK than the user).
[float=left][Image: mokugakure.png][/float]
[Image: iVYCKow.jpg] [float=right][Image: HeroesGraveyard.png][/float]

(11-21-2017, 03:53 PM)Kakashi Hatake Wrote: Chakra Control: Anchor (Physical Strength)
[spoiler]
[Image: latest?cb=20140621104411][/spoiler]

By focusing a fixed amount of chakra at some point in the user’s body (typically feet or hands, though any surface is usable), a shinobi is capable of adhering to and moving along surfaces as if they were the ground and without a loss of function or coordination. Examples of this include walls, ceilings, and along the surfaces of bodies of water. This requires very little chakra and concentration to maintain, though maintaining it over long periods of time will undoubtedly still fatigue the user. Likewise, any technique or situation that calls upon a large amount of concentration or stamina to perform will cause this technique to slowly lose effectiveness (E.g. sink into water, slip down a wall, etc.) Significant force can pry the user free of their anchoring point (higher ATK than the user).

I assume you forgot to put the price in, but It'd be approved at 300
T1 Assist - Sundog (1000): 
An assist inspired by the nickname given to parhelia. Sonny summons up a dog-shaped familiar made out of pure light. How brightly the canine glows depends entirely on the weather; cloud cover or a clear sky keep it rather dim, mist or haze gives it a moderate glow, and diamond dust allows its brightness to almost rival the sun. The sundog never hurts to look at, however, no matter how bright it shines. Acts like a guard dog rather than an attack dog, protecting those Sonny orders it to, and always has "High Pressure System" active. Takes the form of an Akita.
[spoiler][Image: 547ae7c5ca5d55a9b7a44cc06d93536e.jpg][/spoiler]
ATK: 1
DEF: 2
SPD: 1
TEC: 1
[Image: ZpWQiiu.gif]
(11-22-2017, 01:31 AM)Summer Wrote: T1 Assist - Sundog (1000): 
An assist inspired by the nickname given to parhelia. Sonny summons up a dog-shaped familiar made out of pure light. How brightly the canine glows depends entirely on the weather; cloud cover or a clear sky keep it rather dim, mist or haze gives it a moderate glow, and diamond dust allows its brightness to almost rival the sun. The sundog never hurts to look at, however, no matter how bright it shines. Acts like a guard dog rather than an attack dog, protecting those Sonny orders it to, and always has "High Pressure System" active. Takes the form of an Akita.
[spoiler][Image: 547ae7c5ca5d55a9b7a44cc06d93536e.jpg][/spoiler]
ATK: 1
DEF: 2
SPD: 1
TEC: 1

Aww yeah, more dogs. 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

I’m not sure whether this is a possible thing that I can do. The idea is that this move can either heal the Sage or be used as an attack. Mechanically, the only difference for the healing is the silence-causing effect, which I don’t know whether that would constitute a Super utility move and its associated cost.

Devour the Voice of the World: (T2 Super Attack/ Super Utility move) (requires Ranged proficiency, Area Attack proficiency, Advanced Regeneration) (1600 OM)
The Sage holds a book aloft; pages open to his surroundings steals the sounds around him. This move lasts for as long as the Sage is able to keep his attention focused solely on it, anything that disturbs the Sage’s concentration will end the move and the Sage cannot move faster than a ponderous walk or use any other move while using this move. While in this state, the Sage’s surroundings are utterly silenced, any words that are spoken, or sounds in the vicinity of 50 feet will be trapped into the book, recorded as spoken words which could later be read, if one was sufficiently skilled at detangling the mess of information. The Sage can maintain this mode for a length of time up to a minute, but the concentration required grows exponentially and will prevent him from doing anything more than stand still after about 20 seconds.

The Sage can feed off of the containment of this energy, allowing him to clear his own mind and rejuvenate his body (the equivalent to spending 2 SP on healing) It is worth noting that any large areas “healed” by this move are instead being reconstructed out of animated ink, as opposed to a return to their pre-injury state. Alternatively, the Sage can instead choose to expel all of the contained power into a current of black energy (think a pitch-black Kamehameha from early DragonballZ) that slopes slowly to be about 4 feet in diameter and travels to about 40 feet in length before it is too diffused to be effective.


Avatar of an ink-stained soul (T2 power-up) (1500 OM)
The Sage is enveloped in a coating of ink, taking on a black and liquid countenance. The ink coating covers both body and equipment, rendering him a shining black being, save for two eyes burning a brilliant white. This strange form is extremely powerful, far stronger than a human’s capabilities, with a speed and skill to match. The form is also extremely taxing on the Sage’s body, and prolonged use would likely kill him. At the end of the transformation, the ink will splatter off of the Sage onto the surroundings, like ink spraying from a leaky pen.

ATK: +5
DEF: -
SPD: +4
TEQ: +1


ATK: 1 ->6
DEF: 3 ->3
SPD: 2 ->6
TEQ: 5 ->6

Reworking my dueling cane for an additional little tidbit. I’m not entirely sure it would require an extra 300, but it does allow my blunt weapon to be a bit more pokey so I figured it likely would

Dueling Cane combat (requires Physical Strength) ( + 300 OM now 600 OM)
A solid ashen cane about 2.5 feet in length with a leather grip. Though not heavy enough be useful as a simple bludgeoning weapon; it is well balanced, and allows for very precise and rapid strikes. The cane has a three-inch blade concealed in its tip which can be retracted or extended with a button concealed in the hilt. The blade has a spring lock, which can be useful for puncturing a defensive shield. The Sage prefers to use this blade for its surprise value, as the blade extension is not durable enough to withstand a direct weapon clash.

I would also like to add another spell to my failed Magician portfolio, basically, the only thing significant about that fact is that they all pull from the same manapool so if he uses any of them too often he will lose access to all of his spells for a period of time. (approximately a minute)

Failed Magician: Hoisted Sails (requires Remote Control Proficiency) (600 OM)

An offensive usage of levitation commonly used to expose enemies to archer fire. A battle-mage extends a hand, the finger tips glowing a pale violet, and lifts an opponent ten feet into the air, holding them in place for a few seconds. The usage of this spell requires a battle-mage to remain stationary and focused on the target, and anything that interrupts their concentration would similarly break the spell.
The Sage’s ability to use this spell is limited, and he cannot hold an opponent stationary in the air. Instead, the Sage can lift an enemy off the ground by lowering his own hand a proportional amount, at which point they fall as normal. Moving his hand down a foot would allow the sage to lift an opponent a foot and a half off of the ground, meaning that swiping down with his arm would likely lift a foe about 3 feet into the air.
The motion is relative to the distance the Sage’s hand travels rather than relative to the Sage’s body, so if circumstances allowed the Sage’s hand to move farther he could theoretically lift a foe up to a maximum of 10 feet.
This spell is quite draining on the Sage’s manapool, the lesser use taking about half of his mana to activate, up to completely draining his manapool with the more powerful activation.
If history is to become legend, it first must be recorded.
(11-22-2017, 10:04 PM)The Humble Sage Wrote: I’m not sure whether this is a possible thing that I can do. The idea is that this move can either heal the Sage or be used as an attack. Mechanically, the only difference for the healing is the silence-causing effect, which I don’t know whether that would constitute a Super utility move and its associated cost.

Devour the Voice of the World: (T2 Super Attack/ Super Utility move) (requires Ranged proficiency, Area Attack proficiency, Advanced Regeneration) (1600 OM)
The Sage holds a book aloft; pages open to his surroundings steals the sounds around him. This move lasts for as long as the Sage is able to keep his attention focused solely on it, anything that disturbs the Sage’s concentration will end the move and the Sage cannot move faster than a ponderous walk or use any other move while using this move. While in this state, the Sage’s surroundings are utterly silenced, any words that are spoken, or sounds in the vicinity of 50 feet will be trapped into the book, recorded as spoken words which could later be read, if one was sufficiently skilled at detangling the mess of information. The Sage can maintain this mode for a length of time up to a minute, but the concentration required grows exponentially and will prevent him from doing anything more than stand still after about 20 seconds.

The Sage can feed off of the containment of this energy, allowing him to clear his own mind and rejuvenate his body (the equivalent to spending 2 SP on healing) It is worth noting that any large areas “healed” by this move are instead being reconstructed out of animated ink, as opposed to a return to their pre-injury state. Alternatively, the Sage can instead choose to expel all of the contained power into a current of black energy (think a pitch-black Kamehameha from early DragonballZ) that slopes slowly to be about 4 feet in diameter and travels to about 40 feet in length before it is too diffused to be effective.


Avatar of an ink-stained soul (T2 power-up) (1500 OM)
The Sage is enveloped in a coating of ink, taking on a black and liquid countenance. The ink coating covers both body and equipment, rendering him a shining black being, save for two eyes burning a brilliant white. This strange form is extremely powerful, far stronger than a human’s capabilities, with a speed and skill to match. The form is also extremely taxing on the Sage’s body, and prolonged use would likely kill him. At the end of the transformation, the ink will splatter off of the Sage onto the surroundings, like ink spraying from a leaky pen.

ATK: +5
DEF: -
SPD: +4
TEQ: +1


ATK: 1 ->6
DEF: 3 ->3
SPD: 2 ->6
TEQ: 5 ->6

Reworking my dueling cane for an additional little tidbit. I’m not entirely sure it would require an extra 300, but it does allow my blunt weapon to be a bit more pokey so I figured it likely would

Dueling Cane combat (requires Physical Strength) ( + 300 OM now 600 OM)
A solid ashen cane about 2.5 feet in length with a leather grip. Though not heavy enough be useful as a simple bludgeoning weapon; it is well balanced, and allows for very precise and rapid strikes. The cane has a three-inch blade concealed in its tip which can be retracted or extended with a button concealed in the hilt. The blade has a spring lock, which can be useful for puncturing a defensive shield. The Sage prefers to use this blade for its surprise value, as the blade extension is not durable enough to withstand a direct weapon clash.

I would also like to add another spell to my failed Magician portfolio, basically, the only thing significant about that fact is that they all pull from the same manapool so if he uses any of them too often he will lose access to all of his spells for a period of time. (approximately a minute)

Failed Magician: Hoisted Sails (requires Remote Control Proficiency) (600 OM)

An offensive usage of levitation commonly used to expose enemies to archer fire. A battle-mage extends a hand, the finger tips glowing a pale violet, and lifts an opponent ten feet into the air, holding them in place for a few seconds. The usage of this spell requires a battle-mage to remain stationary and focused on the target, and anything that interrupts their concentration would similarly break the spell.
The Sage’s ability to use this spell is limited, and he cannot hold an opponent stationary in the air. Instead, the Sage can lift an enemy off the ground by lowering his own hand a proportional amount, at which point they fall as normal. Moving his hand down a foot would allow the sage to lift an opponent a foot and a half off of the ground, meaning that swiping down with his arm would likely lift a foe about 3 feet into the air.
The motion is relative to the distance the Sage’s hand travels rather than relative to the Sage’s body, so if circumstances allowed the Sage’s hand to move farther he could theoretically lift a foe up to a maximum of 10 feet.
This spell is quite draining on the Sage’s manapool, the lesser use taking about half of his mana to activate, up to completely draining his manapool with the more powerful activation.

Devour the Voice of the World: This looks fine to me, but I'm curious: does the silence effect do anything or is it just fodder? I ask because some people use silencing as a sort of defense/counterspell, so I just want to make sure it doesn't grant any other benefit.

Avatar of an Ink-Stained Soul: Sounds awesome. Approved.

Dueling Cane: Approved at 600.

Hoisted Sails: This would require Telekinesis rather than Remote Control since you're grabbing someone rather than manifesting something to manipulate. Does this have a cast time or is it active as soon as he chooses to wave his hand? Can he use other moves while doing this? What's the range on this? By default you'd have Telekinesis range to play with, but you'd then need to mention how it's less effective far away. If it was a smaller range you could probably get away with not having falloff, since it's so costly to use.
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

Am I Seeing Things? (Ranged, Area Attack, Homing, Debuff, Stealth, Suppression) (300): 
[spoiler]The maddening light of Clownpiece’s torch is not only good for messing with supernatural senses, it’s also capable of messing with the completely natural. By simply pouring a bit of her power into the light of her torch (when she’s out of sight, of course), she’s capable of entering a stealth via hallucination. While in this state, those who see her believe they are hallucinating her, and will try to ignore her as though she didn’t exist. This is simply the flavoring for her stealth, however, meaning the stealth rules still apply. Should she make too much noise or bump into/attack someone, people will start to suspect her. Should she take damage, everyone affected immediately breaks out of the trance. And should someone have Enhanced Senses and is capable of overcoming her Suppression, they can see through the hallucinations with varying degrees of difficulty.[/spoiler]
After a quick second of charging, during which she can move about, Clownpiece sweeps her torch out, throwing a hallucination-inducing light over those who can see her. This immediately puts her into a stealthed state, making enemies believe she's just a hallucination. Some may even feel embarrassment at the fact they were just trying to attack a hallucination. Like normal stealth, this move is still beholden to all the normal stealth rules. Unlike normal stealth, this stealth breaks after 5 seconds, revealing her to anyone who can see/sense her and restoring their memories. While it can be used to set up for an attack, this move wears Clownpiece out very quickly and must be used sparingly, so she typically uses it to get out of trouble.

Spoilered paragraph is fodder explanation for how Clown's stealth works rather than an actual part of the move. Just putting it here in case it's not allowed so I know before I try anything dumb. It'll just end up being moved to the "Stealth" description in my roster when put in, so the move's really just the last paragraph >.>
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
(11-23-2017, 03:30 PM)Clownpiece Wrote: Am I Seeing Things? (Ranged, Area Attack, Homing, Debuff, Stealth, Suppression) (300): 
[spoiler]The maddening light of Clownpiece’s torch is not only good for messing with supernatural senses, it’s also capable of messing with the completely natural. By simply pouring a bit of her power into the light of her torch (when she’s out of sight, of course), she’s capable of entering a stealth via hallucination. While in this state, those who see her believe they are hallucinating her, and will try to ignore her as though she didn’t exist. This is simply the flavoring for her stealth, however, meaning the stealth rules still apply. Should she make too much noise or bump into/attack someone, people will start to suspect her. Should she take damage, everyone affected immediately breaks out of the trance. And should someone have Enhanced Senses and is capable of overcoming her Suppression, they can see through the hallucinations with varying degrees of difficulty.[/spoiler]
After a quick second of charging, during which she can move about, Clownpiece sweeps her torch out, throwing a hallucination-inducing light over those who can see her. This immediately puts her into a stealthed state, making enemies believe she's just a hallucination. Some may even feel embarrassment at the fact they were just trying to attack a hallucination. Like normal stealth, this move is still beholden to all the normal stealth rules. Unlike normal stealth, this stealth breaks after 5 seconds, revealing her to anyone who can see/sense her and restoring their memories. While it can be used to set up for an attack, this move wears Clownpiece out very quickly and must be used sparingly, so she typically uses it to get out of trouble.

Spoilered paragraph is fodder explanation for how Clown's stealth works rather than an actual part of the move. Just putting it here in case it's not allowed so I know before I try anything dumb. It'll just end up being moved to the "Stealth" description in my roster when put in, so the move's really just the last paragraph >.>

This would require Telepathy! Other than that, though, this looks good.
[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.
"Galvanus" Magnetic Greatsword - 900 OM (requires Physical Strength Proficiency, Ranged Proficiency, and Remote Control Proficiency)
No armored combatant is worth their salt without a nice sword. Though Morene doesn't entirely believe this to be true, her opponents would be sure to find that this is indeed the case with her. One of Morene's most prized possessions, her great two-handed sword named "Galvanus," was a relic of the hero of legend, Fi'ure de'l Torquemanda. Fi'ure, who was close friends with Morene's ancestor, Viola Fellon, had made sure to hide the blade until it's next user worthy of it's destructive power came along. Given that Viola's spirit, a wandering Familiar, chose not to rest, it didn't take long for Viola's roaming soul to find Morene and personally hand the weapon over. 

Boasting a size of seven feet from tip to pommel, the greatsword has a rather fundamentally simplistic design that, despite it's size, maintains relatively lightweight at eight pounds. With Morene's enhanced strength under the effects of her augmentations and power armor, the woman can swing the blade with ease. Despite being a hefty blade, it is not slow by any means.
Of course, that's not all this weapon is capable of. Galvanus, as Fi'ure first found out from the ancient tomb he found the blade, was not magical in property at all, but instead maintains a generator in between the single ring-guard that charged itself with the kinetic energy of the Vaccanum, the invisible foundation of the universe itself where the concept of energy, raw or magical, exists and flows freely. 

With this field of energy, the greatsword can abuse it's magnetic properties to disrupt molecular bonds within objects that collide with it's blade, and be thrown like a javelin with great distances only to return to it's user mere seconds later. Morene is capable of tossing the sword at a maximum of 50 meters, and can very loosely curve it's arc in accordance to the movements made by her metal-alloy gauntlets. Upon colliding or perhaps missing, the huntress can "reel" the blade back into her hands after a few seconds of vulnerability. 

Getting creative with the weapon's generator, Morene can also flip the sword over, holding it by the blade and allowing her to attack with the already devastating quillons of the sword. Seeing as it's effective area is right next to the generator itself, Morene can cause potentially ruinous damage at the cost of slower attacks.

"Vortex" Wrist-Mounted Minigun Gauntlet - 600 OM (requires Physical Strength Proficiency and Ranged Proficiency)
A visceral weapon in nature, Vortex, Morene's dual-purpose gauntlet, was constructed herself upon discovering of the ancient technologies of her magnetic greatsword Galvanus. The gauntlet itself is disproportionately sized, fitting Morene's arm with twice the mass as her own fist. Though it looks a bit silly up close, many will find that a giant fist that can rip apart the molecular structure of one's flesh upon impact is actually quite intimidating.

Moreover, Morene didn't stop there. Finding too many of her opponents readily abused advantages they had with range upon her taking out any one of her melee weapons, Morene used Vortex as an answer to this problem by slapping onto it a button-activated minigun on the gauntlet's wrist. Despite this, Morene can freely use the gauntlet with any one of her other weapons, still having to effectively switch hands and prepare for an attack. Though effective in combination with her assortments of melee weapons, opponents can still anticipate the usage of the powerfist. This is due to the two second windup time for the minigun and two second charge time for the gauntlet's electromagnetic field to generate, not to mention the distinct revving noises. 

Even then, opponents be warned, as even though the minigun itself can only be fired for five short seconds, it is highly accurate up to 35 meters upon winding up, and the fist even worse to deal with if you somehow manage to get close.
@ Morene:

Galvanus: What do you mean by "after a few seconds of vulnerability" in the third paragraph, exactly? (Is she unable to defend herself, stuck in place, etc.?) Must Morene concentrate very much to reel it in?

Vortex: How much effort does this take to use? If you want it to be really powerful like what you've written, you'll need greater drawbacks such as fatigue, longer charge times, etc.!
[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.
[spoiler]
Quote:"Galvanus" Magnetic Greatsword - 900 OM (requires Physical Strength Proficiency, Ranged Proficiency, and Remote Control Proficiency)
No armored combatant is worth their salt without a nice sword. Though Morene doesn't entirely believe this to be true, her opponents would be sure to find that this is indeed the case with her. One of Morene's most prized possessions, her great two-handed sword named "Galvanus," was a relic of the hero of legend, Fi'ure de'l Torquemanda. Fi'ure, who was close friends with Morene's ancestor, Viola Fellon, had made sure to hide the blade until it's next user worthy of it's destructive power came along. Given that Viola's spirit, a wandering Familiar, chose not to rest, it didn't take long for Viola's roaming soul to find Morene and personally hand the weapon over. 

Boasting a size of seven feet from tip to pommel, the greatsword has a rather fundamentally simplistic design that, despite it's size, maintains relatively lightweight at eight pounds. With Morene's enhanced strength under the effects of her augmentations and power armor, the woman can swing the blade with ease. Despite being a hefty blade, it is not slow by any means.
Of course, that's not all this weapon is capable of. Galvanus, as Fi'ure first found out from the ancient tomb he found the blade, was not magical in property at all, but instead maintains a generator in between the single ring-guard that charged itself with the kinetic energy of the Vaccanum, the invisible foundation of the universe itself where the concept of energy, raw or magical, exists and flows freely. 

With this field of energy, the greatsword can abuse it's magnetic properties to disrupt molecular bonds within objects that collide with it's blade, and be thrown like a javelin with great distances only to return to it's user mere seconds later. Morene is capable of tossing the sword at a maximum of 50 meters, and can very loosely curve it's arc in accordance to the movements made by her metal-alloy gauntlets. Upon colliding or perhaps missing, the huntress can "reel" the blade back into her hands, unable to defend herself for a few seconds. However useful, pulling the sword back to her hands takes enough concentration to get Morene breathless, so she generally settles upon retrieving it the old fashioned way.

Getting creative with the weapon's generator, Morene can also flip the sword over, holding it by the blade and allowing her to attack with the already devastating quillons of the sword. Seeing as it's effective area is right next to the generator itself, Morene can cause potentially ruinous damage at the cost of slower attacks.

"Vortex" Wrist-Mounted Minigun Gauntlet - 600 OM (requires Physical Strength Proficiency and Ranged Proficiency)
A visceral weapon in nature, Vortex, Morene's dual-purpose gauntlet, was constructed herself upon discovering of the ancient technologies of her magnetic greatsword Galvanus. The gauntlet itself is disproportionately sized, fitting Morene's arm with twice the mass as her own fist. Though it looks a bit silly up close, many will find that a giant fist that can rip apart the molecular structure of one's flesh upon impact is actually quite intimidating.

Moreover, Morene didn't stop there. Finding too many of her opponents readily abused advantages they had with range upon her taking out any one of her melee weapons, Morene used Vortex as an answer to this problem by slapping onto it a button-activated minigun on the gauntlet's wrist. Despite this, Morene can freely use the gauntlet with any one of her other weapons, still having to effectively switch hands and prepare for an attack. Though effective in combination with her assortments of melee weapons, opponents can still anticipate the usage of the powerfist. This is due to the four second windup time for the minigun and five second charge time for the gauntlet's electromagnetic field to generate, not to mention the distinct revving noises. However strong, Morene must position herself properly, as she needs to slow down to a walking speed and focus on aiming or charging the fist before attacking, giving her opponents ample time to find cover, kite her, or simply run.

Even then, opponents be warned, as even though the minigun itself can only be fired for five short seconds before overheating and unable to be used for half a minute, it is decently accurate up to 15 meters upon winding up, and the fist even worse to deal with if you somehow manage to get close.
[/spoiler]

Should be balanced, edits underlined. 

I apologize that I've been here for literally 3 years and I still can't remember how to make moves work xd
(11-23-2017, 07:43 AM)Mark Wrote: Devour the Voice of the World: This looks fine to me, but I'm curious: does the silence effect do anything or is it just fodder? I ask because some people use silencing as a sort of defense/counterspell, so I just want to make sure it doesn't grant any other benefit.

Avatar of an Ink-Stained Soul: Sounds awesome. Approved.

Dueling Cane: Approved at 600.

Hoisted Sails: This would require Telekinesis rather than Remote Control since you're grabbing someone rather than manifesting something to manipulate. Does this have a cast time or is it active as soon as he chooses to wave his hand? Can he use other moves while doing this? What's the range on this? By default you'd have Telekinesis range to play with, but you'd then need to mention how it's less effective far away. If it was a smaller range you could probably get away with not having falloff, since it's so costly to use.
I had been intending it to be used as fodder, I could see there being some tactical use in a group conflict, but nothing mechanically about the move itself. It wouldn't prevent any attacks or spells from happening, just their sound would be trapped in the book instead. Would that constitute the extra 800 OM for its utility?

You make a valid point about the Telekinesis. Since I am just basically pushing them off the ground, I hadn't thought I needed to go the whole distance and buy the power but it is moving a prime. I don't know whether I want to give the Sage fullblown telekinesis as part of his portfolio, so I'll have to think about this one some more. Thanks for your insights though.
If history is to become legend, it first must be recorded.
Dragoon, Tier 1 transformation (1000 OM)

Metal flows out of the ground und 13 and pushes him on top of what will soon turn into a dragoon. The height of the dragoon is roughly 21 feet tall. While 13 is on top of it, a servitor will pilot the vehicle allowing 13 to put all of his focus into killing the foes of the omnissiah.
+1 (4)
+2 (4)
+2 (4)
+0 (3)
[spoiler][Image: latest?cb=20150423045936][/spoiler]
The soul of the Machine God surrounds thee. The power of the Machine God invests thee. The hate of the Machine God drives thee. The machine god endows thee with life. Live!

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Gatling Gun Prosthetic Hand, Tier 1 Super Move (600):
A hefty weapon that Ash can attach to his right missing hand. This weapon requires both of his hands to operate the gun. His left hand will crank the gun which triggers the barrels to start spinning and firing at a rapid rate. The range of the gatling gun is effective at close and up to 60 yards. The rate of fire is 200 rounds per minute with .30 caliber bullets. The time it takes to empty the ammo box is ten seconds to fire all rounds in a continuous spray. Ash has the ability to stop cranking the gun and save any bullets that are left in his gun in case he needs to change position or conserving bullets. There are eight barrels attached to the body of the gun. For Ash, carrying this weapon slows him down in his movement and can't sprint fast. When the clip is empty, the move will be finished and the weapon itself will disappear into omnilium.
[spoiler][Image: b6f8db6bc2d0e56f57b41c796cf50c3d.jpg][/spoiler]
"Good....Bad....I'm the guy with the gun."
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A terminator’s killer instincts come alive: T2 Super: For a temporary moment, Marcus loses his humanity and temporary sets aside his morals turning into a stone cold killer. His eyes lose their regular look showing a red glare in his eyes. The man turned terminator now stalks his prey and depending on SPD or Tech, grabs the character in question and punches a hole in said body, holding them up by the neck and choking them until they escape his grip by spd or otherwise.
[WARNING: BLOOD!]
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(11-23-2017, 09:51 PM)Morene Fellon Wrote: [spoiler]
Quote:"Galvanus" Magnetic Greatsword - 900 OM (requires Physical Strength Proficiency, Ranged Proficiency, and Remote Control Proficiency)
No armored combatant is worth their salt without a nice sword. Though Morene doesn't entirely believe this to be true, her opponents would be sure to find that this is indeed the case with her. One of Morene's most prized possessions, her great two-handed sword named "Galvanus," was a relic of the hero of legend, Fi'ure de'l Torquemanda. Fi'ure, who was close friends with Morene's ancestor, Viola Fellon, had made sure to hide the blade until it's next user worthy of it's destructive power came along. Given that Viola's spirit, a wandering Familiar, chose not to rest, it didn't take long for Viola's roaming soul to find Morene and personally hand the weapon over. 

Boasting a size of seven feet from tip to pommel, the greatsword has a rather fundamentally simplistic design that, despite it's size, maintains relatively lightweight at eight pounds. With Morene's enhanced strength under the effects of her augmentations and power armor, the woman can swing the blade with ease. Despite being a hefty blade, it is not slow by any means.
Of course, that's not all this weapon is capable of. Galvanus, as Fi'ure first found out from the ancient tomb he found the blade, was not magical in property at all, but instead maintains a generator in between the single ring-guard that charged itself with the kinetic energy of the Vaccanum, the invisible foundation of the universe itself where the concept of energy, raw or magical, exists and flows freely. 

With this field of energy, the greatsword can abuse it's magnetic properties to disrupt molecular bonds within objects that collide with it's blade, and be thrown like a javelin with great distances only to return to it's user mere seconds later. Morene is capable of tossing the sword at a maximum of 50 meters, and can very loosely curve it's arc in accordance to the movements made by her metal-alloy gauntlets. Upon colliding or perhaps missing, the huntress can "reel" the blade back into her hands, unable to defend herself for a few seconds. However useful, pulling the sword back to her hands takes enough concentration to get Morene breathless, so she generally settles upon retrieving it the old fashioned way.

Getting creative with the weapon's generator, Morene can also flip the sword over, holding it by the blade and allowing her to attack with the already devastating quillons of the sword. Seeing as it's effective area is right next to the generator itself, Morene can cause potentially ruinous damage at the cost of slower attacks.

"Vortex" Wrist-Mounted Minigun Gauntlet - 600 OM (requires Physical Strength Proficiency and Ranged Proficiency)
A visceral weapon in nature, Vortex, Morene's dual-purpose gauntlet, was constructed herself upon discovering of the ancient technologies of her magnetic greatsword Galvanus. The gauntlet itself is disproportionately sized, fitting Morene's arm with twice the mass as her own fist. Though it looks a bit silly up close, many will find that a giant fist that can rip apart the molecular structure of one's flesh upon impact is actually quite intimidating.

Moreover, Morene didn't stop there. Finding too many of her opponents readily abused advantages they had with range upon her taking out any one of her melee weapons, Morene used Vortex as an answer to this problem by slapping onto it a button-activated minigun on the gauntlet's wrist. Despite this, Morene can freely use the gauntlet with any one of her other weapons, still having to effectively switch hands and prepare for an attack. Though effective in combination with her assortments of melee weapons, opponents can still anticipate the usage of the powerfist. This is due to the four second windup time for the minigun and five second charge time for the gauntlet's electromagnetic field to generate, not to mention the distinct revving noises. However strong, Morene must position herself properly, as she needs to slow down to a walking speed and focus on aiming or charging the fist before attacking, giving her opponents ample time to find cover, kite her, or simply run.

Even then, opponents be warned, as even though the minigun itself can only be fired for five short seconds before overheating and unable to be used for half a minute, it is decently accurate up to 15 meters upon winding up, and the fist even worse to deal with if you somehow manage to get close.
[/spoiler]

Should be balanced, edits underlined. 

I apologize that I've been here for literally 3 years and I still can't remember how to make moves work xd

Approved!

(11-24-2017, 09:15 AM)13-Jzall Wrote: Dragoon, Tier 1 transformation (1000 OM)

Metal flows out of the ground und 13 and pushes him on top of what will soon turn into a dragoon. The height of the dragoon is roughly 21 feet tall. While 13 is on top of it, a servitor will pilot the vehicle allowing 13 to put all of his focus into killing the foes of the omnissiah.
+1 (4)
+2 (4)
+2 (4)
+0 (3)
[spoiler][Image: latest?cb=20150423045936][/spoiler]

I'm guessing that this is a T1 Power-up, so if you could alter your title when you put it on your roster, that would be great. Approved at 1000 OM.

(11-24-2017, 11:33 AM)Ash Williams Wrote: Gatling Gun Prosthetic Hand, Tier 1 Super Move (600):
A hefty weapon that Ash can attach to his right missing hand. This weapon requires both of his hands to operate the gun. His left hand will crank the gun which triggers the barrels to start spinning and firing at a rapid rate. The range of the gatling gun is effective at close and up to 60 yards. The rate of fire is 200 rounds per minute with .30 caliber bullets. The time it takes to empty the ammo box is ten seconds to fire all rounds in a continuous spray. Ash has the ability to stop cranking the gun and save any bullets that are left in his gun in case he needs to change position or conserving bullets. There are eight barrels attached to the body of the gun. For Ash, carrying this weapon slows him down in his movement and can't sprint fast. When the clip is empty, the move will be finished and the weapon itself will disappear into omnilium.
[spoiler][Image: b6f8db6bc2d0e56f57b41c796cf50c3d.jpg][/spoiler]

Approved! Nice write-up.

(11-24-2017, 11:54 AM)Marcus Wright Wrote: A terminator’s killer instincts come alive: T2 Super: For a temporary moment, Marcus loses his humanity and temporary sets aside his morals turning into a stone cold killer. His eyes lose their regular look showing a red glare in his eyes. The man turned terminator now stalks his prey and depending on SPD or Tech, grabs the character in question and punches a hole in said body, holding them up by the neck and choking them until they escape his grip by spd or otherwise.
[WARNING: BLOOD!]

Approved. You need to include the price of this move on your roster, though. It costs 800 OM.
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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.
Cyro Grenade (300?) - Ranged, Debuff

A hand-sized grenade that erupts in an explosion of ice from its location. The blast of the grenade can damage with a sort of force that can push them to the ground if they are not frozen/slowed, but it doesn't hurt that much. The real danger is the ice, which can hurt the victims badly and can potentially freeze the enemy. The chance of the enemy getting frozen or slowed depends on their DEF/TEC compared to Mordin's ATK/TEC.

The force blast reaches only three feet past the blast point, but the ice and freeze risk itself flies between five and ten feet. The ignition is released by pressing a button on the grenade, after that, it has five seconds until it blows up. Mordin can carry eight and only eight grenades of any type at one time. This means that if he has more than one type, he must determine what grenade he wants to use having only 8 slots. It can be thrown 10 yards from the user's stationary position effectively. Anything further then he loses accuracy. They are stored in his lab coat, ready for use when he is.

Cyro Ammo (300?) - Ranged, Debuff

An add-on to Mordin's guns. He can set his weapons to fire off one magazine's worth of freezing bullets, which will cause lingering cold damage to his opponents for five seconds. He can only use this on one magazine at a time and there is a one minute cooldown before this gun can fire any special ammo again. He can not use special ammo if his shield is active. If he successfully unleashes 75% of the clip on one enemy, that enemy will be frozen depending on their DEF/TEC compared to Mordin's ATK/TEC.

--

I went with 300 on both because I considered them both add-ons. I've purchased a type of grenade before so this is just another version of it, and the ammo price is stacked on top of any guns I purchase.

Rules for getting frozen, pulled from Omni's ruling on Cold Grenade for Captain Cold. Will include this in my profile if approved:

Quote:Someone with equal DEF/TEC to Mordin's ATK/TEC about half speed when initially hit by the blast, and gradually recovers entirely over the course of thirty seconds. A comparatively stronger opponent will have lessened effects/duration relative to the difference in strength. An opponent with less than half of Mordin's ATK/TEC can be frozen entirely for up to a second, and will gradually regain their movement over the course of thirty seconds.
@Mordin Solus:

Cryo Grenade: I guess my only question is how accurate he is with the grenade? Also, this needs Area Attack. I've also noticed that nothing is stopping you from throwing a Cryo and an Incendiary grenade at the same time... How does that work?

Cryo Ammo: So, if he turns on his shield, does that turn off the special ammo? Not really a relevant question, just curious. I guess if Omni is okay with Incendiary Ammo, this is fine too.

I'm kinda just giving you a hard time. Sorry, man. (I love Mordin though)
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(11-26-2017, 03:52 PM)The Vision Wrote: @Mordin Solus:

Cryo Grenade: I guess my only question is how accurate he is with the grenade? Also, this needs Area Attack. I've also noticed that nothing is stopping you from throwing a Cryo and an Incendiary grenade at the same time... How does that work?

Cryo Ammo: So, if he turns on his shield, does that turn off the special ammo? Not really a relevant question, just curious. I guess if Omni is okay with Incendiary Ammo, this is fine too.

I'm kinda just giving you a hard time. Sorry, man. (I love Mordin though)

@Grenade: Got it on Area Attack. In terms of accuracy I guess as long as it is within 10 yards (the effective throwing range), it is as accurate as he wants. Anything beyond that then he's just throwing blindly. I'll add that to the thing. Also, yea, I suppose he could throw a Cryo and Pyro grenade at the same time. I dunno why he would though. Wouldn't the effects cancel each other out?

@Ammo: Yea, if his shield is on then he can't activate the special ammo. That was a balance thing I had to add on the shield. There's a cooldown on the ammo though so he could fire off the magazine and turn his shield back on while it cools down.


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