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Move Approval V
Getting closer to having Ricky done. These moves are also for him. 

Explosive Shield (requires Area Attack Proficiency and Area Defense Proficiency) – 600 OM

A sphere that surrounds a user with a protective barrier for as long as it is sustained. It takes about a second to activate. When the user chooses, the shield will either simply dissipate, or explode outwards, damaging anyone nearby at the cost of more energy. As it is a 360-degree sphere with a regular activation time, this won't block strong piercing attacks, but the explosive effect can be used to turn the tables on an overconfident opponent.

Pyrokinesis (requires Ranged Proficiency, Ranged Materialize Proficiency, Remote-Control Proficiency, Area Attack Proficiency) – 900 OM

Ricky has the power to control pure flame at will, creating an expanding or shrinking field or tendril of flame that can fill a space of around twelve square meters. The more dense the flame, the hotter it burns, whereas the more spread the flame, the weaker it is and the more energy it takes to sustain, making it very weak when spread over a wide area. Ricky cannot block physical projectiles but is effective at setting things on fire. This is mostly a utility move as Ricky has specialized fire attacks in his repertoire. Specialized moves such as fireballs, pillars of flame and all others will be purchased separately. It takes only a moment to summon the flame near to Ricky, or up to a few seconds if further away than a few meters, and it can spread as fast as Ricky can move. Flame Man can move (but not attack) while using Pyrokinesis but this splits his focus, making it slightly more difficult for him to move the flame at full speed and aim. 

Buster Sword (requires Physical Strength) – 300 OM

A massive sword, roughly five feet in length and one foot in width. It's not as quick as, say, a katana, but it makes up for that with sheer size and heft. The blade appears to be made out of a red crystalline like metal that almost appears to be made out of crystal. It's very heavy, and so is hard for Ricky to swing properly, but in return for that it has more power than one might think.
@ Warren Zimmer:

[spoiler]
(01-06-2018, 02:03 PM)Warren Zimmer Wrote: Getting closer to having Ricky done. These moves are also for him. 

Explosive Shield (requires Area Attack Proficiency and Area Defense Proficiency) – 600 OM

A sphere that surrounds a user with a protective barrier for as long as it is sustained. It takes about a second to activate. When the user chooses, the shield will either simply dissipate, or explode outwards, damaging anyone nearby at the cost of more energy. As it is a 360-degree sphere with a regular activation time, this won't block strong piercing attacks, but the explosive effect can be used to turn the tables on an overconfident opponent.

Pyrokinesis (requires Ranged Proficiency, Ranged Materialize Proficiency, Remote-Control Proficiency, Area Attack Proficiency) – 900 OM

Ricky has the power to control pure flame at will, creating an expanding or shrinking field or tendril of flame that can fill a space of around twelve square meters. The more dense the flame, the hotter it burns, whereas the more spread the flame, the weaker it is and the more energy it takes to sustain, making it very weak when spread over a wide area. Ricky cannot block physical projectiles but is effective at setting things on fire. This is mostly a utility move as Ricky has specialized fire attacks in his repertoire. Specialized moves such as fireballs, pillars of flame and all others will be purchased separately. It takes only a moment to summon the flame near to Ricky, or up to a few seconds if further away than a few meters, and it can spread as fast as Ricky can move. Flame Man can move (but not attack) while using Pyrokinesis but this splits his focus, making it slightly more difficult for him to move the flame at full speed and aim. 

Buster Sword (requires Physical Strength) – 300 OM

A massive sword, roughly five feet in length and one foot in width. It's not as quick as, say, a katana, but it makes up for that with sheer size and heft. The blade appears to be made out of a red crystalline like metal that almost appears to be made out of crystal. It's very heavy, and so is hard for Ricky to swing properly, but in return for that it has more power than one might think.

Approved![/spoiler]
[Image: hnc9xy5]
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Energy Shield (Requires Physical Proficiency) - 300 OM 

Measuring at 2.5 ft in diameter, it is practically an unbreakable energy shield that resembles Captain America's realistic vibranium version. Connected via energy projector on Moon Knight's left gauntlet, the energy shield virtually weightless. The Shield is able to be used as a melee weapon but with Moon Knight's skills, it's better suited to defending absorbing and deflecting attacks.     

Staff Slam (Requires Physical and Area Attack Proficiency) - 300

Jumping into the air Moon Knight brings his staff over his head before slamming it hard into the ground causing a small area of damage. This staff slam is powerful enough to take several enemies off the ground, dealing a fair amount of damage. The area of affect covers enough ground to knock over at least a small surrounding mob. Using this attack for extended times can tire Moon Knight.
Horowhenua - Tier 1 Offensive Super Move (Requires Ranged Proficiency, Area Proficiency) 600 OM

Kopaka takes four seconds to spread his arms wide and call a surge of elemental power from within himself. As his eyes flare brightly, a curtain of heavy ice and powdered snow shimmers into existence behind him. At the apex of its accumulation, Kopaka throws his hands forwards and a veritable avalanche of ice hurls past him in a solid wave that roughly measures thirty feet wide by twelve feet tall. It travels at about 60 mph for up to one hundred feet, smashing through non reinforced structures and bowling over any target in its path. Targets that are caught in the avalanche are carried along with the wave until they crash into a hard enough surface to stop them or the wave stops.

Kopaka cannot move during the charging phase of Horowhenua and neither can he move during its execution. All other ongoing moves, such as illusions or blizzards, must be canceled before execution.


Whakakore i te Roro - (Requires Ranged Proficiency, Homing, Area, Debuff, Telepathy) 300 OM

Kopaka takes 1.5 seconds to switch his mask of power to the Kanohi Komau. The mask of Mind Control is worn, it allows Kopaka to instantly activate a powerful psionic blast that induces mental pain in anyone caught within its area. The blast manifests as a thirty degree cone emitted outwards from Kopaka's face up to fifty feet, and requires all of Kopaka's attention to maintain, though he can walk slowly while doing so. Targets that are closer to the tip of the cone suffer more pain and are liable to be nearly incapacitated than those at the extreme limit of its range, who may only be slightly dazed.

The mental pain causes no actual damage, and ceases as soon as the target is out of the psionic cone. In addition, targets that have their own telepathy or twice Kopaka's TEC score can shrug off the pain with a little concentration. Maintaining the blast is strenuous on Kopaka's own mind, and if he uses the move for more than four seconds, he will receive mental pain feedback and be stunned for an additional four seconds.


Kaha Taiepa o Whaiaro – Tier 2 Defensive Super Move (Requires Area Shield Proficiency) 800 OM

Kopaka calls upon the power of the Kanohi Hau, the Great Mask of Shielding. After a 1.5 second activation period, a brilliant, electric blue veil of light surrounds Kopaka's entire body, granting him near unlimited protection to attacks of equal strength or lower. The shield only works, however, if Kopaka is able to see the attack coming, so sneak attacks and attacks from invisible opponents pass right through the Hau's shield. Kopaka can maintain the shield for 5 seconds. This move is identical to the Tier 1 variant, aside from its magnitude.

Kaha Rawa – Tier 1 Power-Up

Kopaka takes 1.5 seconds to switch to his Kanohi Pakari, the Great Mask of Strength. While utilizing the power of this Kanohi, it inherently boosts the Toa's brute strength and ability to endure great physical punishment. The sharp boost in strength naturally gives Kopaka a slight boost to his ability to run, climb, or perform other athletic feats.

ATK: +2
DEF: +2
SPD: +1
TEC: -
C O L D
Demon Scent (600) (Requires Enhanced Senses, Vita Compass) Tier one utility super move

[spoiler] Kuzuru’s sense of smell is far above the average humans, normally this allows him to keep tabs on everyone in his vicinity based on smell alone. However, should he become fixated on hunting a singular target, he can focus his bloodhound-like nose to track said individual. All that is required is a bit of his target’s blood which he must inhale. The blood used for this must either be fresh or have been preserved well. Once he inhales his target’s blood he loses the ability to detect anything through his enhanced senses except for his them. He is able to detect his target out to a maximum range of five miles and the effects last for one hour, after which another bit of blood must be inhaled. This hyper-focus is taxing on the demon and he must expend one SP. Blood doesn’t necessarily need to be used, and any life-giving substance may be used such as oil for a robot or mana for an elemental. [/spoiler]

Darkchip: Dark Burn (300) (Requires Physical Strength, Ranged Proficiency)

[spoiler] Abusing Nebula’s darkchips has altered Kuzuru’s body on a fundamental level, allowing him to access remnants of their power. Kuzuru can ignite his body with a cloak of violet flames, burning anyone and anything nearby. He can only sustain this intense flame for a few seconds before it is extinguished. His body is not completely immune to these flames and will suffer a few burns with each activation. [/spoiler]

Darkchip: Discord (300) (Requires Ranged Proficiency, Debuff Proficiency, Area Attack Proficiency)

[spoiler] Abusing Nebula’s darkchips had altered Kuzuru’s body on a fundamental level, allowing him to access remnants of their power. By throwing up a devil horns Kuzuru and praying to the gods of rock and roll for three seconds he can summon a wicked jet black guitar. Kuzuru can play this guitar normally and it is loud as if it was connected to an invisible amp. However by playing a particularly wicked lick or a grimy power chord Kuzuru can unleash the power of very terrible rock and roll. Once unleashed the guitar fires a cone of concentrated noise up to an effective distance of 25 feet. While this cacophony is not physically damaging it does inflict a myriad of maladies. Those affected by Kuzuru’s stylings are left with muddled hearing, blurred vision, and a general sense of confusion. These effects last for a few seconds before dissipating. Kuzuru can only unleash the power of rock and roll once per round and can fire the cone twice per round. [/spoiler]
[Image: ZzG0TJ9.png]    

[Image: AshenBladeBadge.png]
LIGHT JAK TIER 2- 1500 OM ( The new hope)

Attack: +7
Def: +5
Spd: +4
Tec: +4
[Image: oNAS6Nu.png]


[Image: Darkdata.png]Jak/Mar- Dynamite Kid/ DA 2018" (Translated text)[Image: hVDTXBF.gif](Thanks Ezzy!)

(01-09-2018, 03:16 PM)Jak Mar Wrote: LIGHT JAK TIER 2- 1500 OM ( The new hope)

Attack: +7
Def: +5
Spd: +4
Tec: +4

I can guess what you mean, but because you put a '+' in front of all the numbers it looks like you intend to add them to your base stats (when normally with a T2 you would only get to add 10 stat points). So a rewording of:

Quote:LIGHT JAK TIER 2 Powered-Up Form - 1500 OM ( The new hope)

Attack: 7
Def: 5
Spd: 4
Tec: 4

Would work, as this is now a Powered-Up Form (you set your stats to these numbers, rather than adding them to your base stats). Except that only adds up to 20. And you have a stat increase. So you can still allocate an extra stat point (you have 21 to use, 10 base + 1 stat increase + 10 T2 powerup = 21 stat points).

Unless you intended to do a normal power-up, where the stats added should be 10 in total for a T2 power-up. If you're unsure, try rereading the Assists and Transformations page of the rules. Or go to the move workshop.
LIGHT JAK TIER 2 Powered-Up Form - 1500 OM ( The new hope)

Attack: 7
Def: 5
Spd: 5
Tec: 4

(Fixed, dane. I'm hoping this is alright now)
[Image: oNAS6Nu.png]


[Image: Darkdata.png]Jak/Mar- Dynamite Kid/ DA 2018" (Translated text)[Image: hVDTXBF.gif](Thanks Ezzy!)

(01-06-2018, 03:08 PM)Moon Knight Wrote: Energy Shield (Requires Physical Proficiency) - 300 OM 

Measuring at 2.5 ft in diameter, it is practically an unbreakable energy shield that resembles Captain America's realistic vibranium version. Connected via energy projector on Moon Knight's left gauntlet, the energy shield virtually weightless. The Shield is able to be used as a melee weapon but with Moon Knight's skills, it's better suited to defending absorbing and deflecting attacks.     

Staff Slam (Requires Physical and Area Attack Proficiency) - 300

Jumping into the air Moon Knight brings his staff over his head before slamming it hard into the ground causing a small area of damage. This staff slam is powerful enough to take several enemies off the ground, dealing a fair amount of damage. The area of affect covers enough ground to knock over at least a small surrounding mob. Using this attack for extended times can tire Moon Knight.

Energy Shield: You’ll need to up the price to 600 if you want it to be an effective melee weapon, unless you want it to just be fodder and deal very little damage. Also, if the shield is truly unbreakable, expect some of the damage from stronger attacks to get through the shield in whatever manner you’d like to describe it (magic, painful vibrations, etc.). Otherwise it’s a little unbalanced and you’d need to add some downsides here.

Staff Slam: Can you be more specific about the range this covers? Does it have a cast time or does he just jump up and slam down immediately? Can you also clarify the stamina drain? Right now it’s pretty vague since basically any move could wear someone down over time.

(01-06-2018, 10:05 PM)Kopaka Wrote: Horowhenua - Tier 1 Offensive Super Move (Requires Ranged Proficiency, Area Proficiency) 600 OM

Kopaka takes four seconds to spread his arms wide and call a surge of elemental power from within himself. As his eyes flare brightly, a curtain of heavy ice and powdered snow shimmers into existence behind him. At the apex of its accumulation, Kopaka throws his hands forwards and a veritable avalanche of ice hurls past him in a solid wave that roughly measures thirty feet wide by twelve feet tall. It travels at about 60 mph for up to one hundred feet, smashing through non reinforced structures and bowling over any target in its path. Targets that are caught in the avalanche are carried along with the wave until they crash into a hard enough surface to stop them or the wave stops.

Kopaka cannot move during the charging phase of Horowhenua and neither can he move during its execution. All other ongoing moves, such as illusions or blizzards, must be canceled before execution.


Whakakore i te Roro - (Requires Ranged Proficiency, Homing, Area, Debuff, Telepathy) 300 OM

Kopaka takes 1.5 seconds to switch his mask of power to the Kanohi Komau. The mask of Mind Control is worn, it allows Kopaka to instantly activate a powerful psionic blast that induces mental pain in anyone caught within its area. The blast manifests as a thirty degree cone emitted outwards from Kopaka's face up to fifty feet, and requires all of Kopaka's attention to maintain, though he can walk slowly while doing so. Targets that are closer to the tip of the cone suffer more pain and are liable to be nearly incapacitated than those at the extreme limit of its range, who may only be slightly dazed.

The mental pain causes no actual damage, and ceases as soon as the target is out of the psionic cone. In addition, targets that have their own telepathy or twice Kopaka's TEC score can shrug off the pain with a little concentration. Maintaining the blast is strenuous on Kopaka's own mind, and if he uses the move for more than four seconds, he will receive mental pain feedback and be stunned for an additional four seconds.


Kaha Taiepa o Whaiaro – Tier 2 Defensive Super Move (Requires Area Shield Proficiency) 800 OM

Kopaka calls upon the power of the Kanohi Hau, the Great Mask of Shielding. After a 1.5 second activation period, a brilliant, electric blue veil of light surrounds Kopaka's entire body, granting him near unlimited protection to attacks of equal strength or lower. The shield only works, however, if Kopaka is able to see the attack coming, so sneak attacks and attacks from invisible opponents pass right through the Hau's shield. Kopaka can maintain the shield for 5 seconds. This move is identical to the Tier 1 variant, aside from its magnitude.

Kaha Rawa – Tier 1 Power-Up

Kopaka takes 1.5 seconds to switch to his Kanohi Pakari, the Great Mask of Strength. While utilizing the power of this Kanohi, it inherently boosts the Toa's brute strength and ability to endure great physical punishment. The sharp boost in strength naturally gives Kopaka a slight boost to his ability to run, climb, or perform other athletic feats.

ATK: +2
DEF: +2
SPD: +1
TEC: -

All approved!

(01-07-2018, 02:58 AM)Renji Wrote: Demon Scent (600) (Requires Enhanced Senses, Vita Compass) Tier one utility super move

[spoiler] Kuzuru’s sense of smell is far above the average humans, normally this allows him to keep tabs on everyone in his vicinity based on smell alone. However, should he become fixated on hunting a singular target, he can focus his bloodhound-like nose to track said individual. All that is required is a bit of his target’s blood which he must inhale. The blood used for this must either be fresh or have been preserved well. Once he inhales his target’s blood he loses the ability to detect anything through his enhanced senses except for his them. He is able to detect his target out to a maximum range of five miles and the effects last for one hour, after which another bit of blood must be inhaled. This hyper-focus is taxing on the demon and he must expend one SP. Blood doesn’t necessarily need to be used, and any life-giving substance may be used such as oil for a robot or mana for an elemental. [/spoiler]

Darkchip: Dark Burn (300) (Requires Physical Strength, Ranged Proficiency)

[spoiler] Abusing Nebula’s darkchips has altered Kuzuru’s body on a fundamental level, allowing him to access remnants of their power. Kuzuru can ignite his body with a cloak of violet flames, burning anyone and anything nearby. He can only sustain this intense flame for a few seconds before it is extinguished. His body is not completely immune to these flames and will suffer a few burns with each activation. [/spoiler]

Darkchip: Discord (300) (Requires Ranged Proficiency, Debuff Proficiency, Area Attack Proficiency)

[spoiler] Abusing Nebula’s darkchips had altered Kuzuru’s body on a fundamental level, allowing him to access remnants of their power. By throwing up a devil horns Kuzuru and praying to the gods of rock and roll for three seconds he can summon a wicked jet black guitar. Kuzuru can play this guitar normally and it is loud as if it was connected to an invisible amp. However by playing a particularly wicked lick or a grimy power chord Kuzuru can unleash the power of very terrible rock and roll. Once unleashed the guitar fires a cone of concentrated noise up to an effective distance of 25 feet. While this cacophony is not physically damaging it does inflict a myriad of maladies. Those affected by Kuzuru’s stylings are left with muddled hearing, blurred vision, and a general sense of confusion. These effects last for a few seconds before dissipating. Kuzuru can only unleash the power of rock and roll once per round and can fire the cone twice per round. [/spoiler]

Demon Scent: I’m gonna tap Omni on this one to see what he thinks, ‘cause it seems preeeetty stronk. Stay tuned!

Dark Burn: Roughly how damaging is this? Does it have a cast time? Does he need to concentrate and/or stand still to cast or maintain it? What’s the stamina cost? Can he use other moves?

Discord: How wide does the cone get? Can he move around while using this? Does he need to concentrate? What’s the stamina drain or cost? Can he use other moves at the same time? For the bit at the end you’ll need to describe it using time or something if you want a cooldown, rounds can vary in length IC so they’re not used as a measure of time unless they’re a super move.
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

(01-09-2018, 03:41 PM)Jak Mar Wrote: LIGHT JAK TIER 2 Powered-Up Form - 1500 OM ( The new hope)

Attack: 7
Def: 5
Spd: 5
Tec: 4

(Fixed, dane. I'm hoping this is alright now)

Approved, but you should add some description to your roster about it when you buy it.
Mindbreak: T1 super utility (600) (Requires ranged proficiency, debuff, homing.)

Erik focuses his energy for 5 second before releasing it at a single opponent within 10 metres as a wave of twisting violet energy. If they do not use a tier 1 super defence to block it, the psychic power will break their minds temporarily, stunning them for 10 seconds before their minds return to normal. This move is moderately taxing to use. Sometimes Erik may physically put a hand on the head of his victim, but this has no additional benefits.

Psi form: T1 super defence (600) (Requires phasing)

When Erik notices an especially powerful attack incoming, he turns his entire body into violet light and mist, causing the attack the past right through him. Allows Erik to dodge a single T1 super move. More powerful attacks will still damage him to a degree.

Volatile arrow: T2 super attack (800) (Requires ranged proficiency, area attack)

Erik summons his great psi bow and pulls the string back. An arrow forms in the bow and after 5 seconds, Erik fires it at an opponent. It travels at about 10 metres per second and does high damage. What separates this move from the great psi bow is that once the arrow hits a foe, it sticks in them for another few seconds before detonating. The detonation does similar damage to the strike, and a T1 defence will block either the initial hit or the explosion. The explosion is two metres in diameter, and while uncommon, multiple enemies can be hit by the detonation if they are close enough, dealing similar damage to a T1 super attack.
*The emperor of mankind yeets erik into a sun*
[Today 08:03 pm] Erik Vrell : Bruh
[Today 08:03 pm] The emperor of mankind : don't worship gods
Bayonet Storm (Requires: Ranged, Area Attack) -- 300

Anderson prepares this attack in a manner almost identical to his Bayonet Swarm, but as opposed to simply hurling the handfuls of blades directly at his target, he hurls them into the sky. They vanish seemingly without a trace, until 3 seconds later there is a rumble in the sky, a silvery flash of lightning, and the silver bayonets start to fall, in much greater numbers than the ten that were thrown. They pour down like rain, blanketing a large area thirty meters in radius with the deadly hail. Individually each blade does only minor damage as it falls, but the sheer quantity makes dealing with them a worrying proposition. The entire process takes nearly eight seconds to prepare, including drawing, preparing, and throwing the blades, then the short wait until they begin to fall; during all of this time save the wait until they begin to fall, Anderson must remain stationary to prepare and imbue the attack with the proper energy. The rain of blades will persist for fifteen seconds, after which it will end. The falling blades all shatter or break on impact, rendering them useless after their initial impact. Summoning such absurdly vast numbers of his blades in such a manner is quite taxing, rendering this an ineffective attack to use multiple times in a single battle, and even one use leaving him notably winded.


Flying Guillotine (Requires: Physical Strength, Super Jumping (any level), Burst Movement) -- 300

Anderson adopts a low crouch, shifting his posture to one suited for springing suddenly in any direction, waiting for two seconds. After which he will burst forward as quickly as he is able toward his opponent, and leap into the air. Along the way he will draw one of his bayonets into each hand, if he does not already have one, and then leap into the air. Coming down on his target like a thunderbolt, he will deliver a single, quick strike of monstrous force, using all his weight, momentum and gravity itself to assist the blow, both blades trailing an arc of glittering silver in their wake. The strike is designed to hammer down and smash his opponent flat, as well as deliver a heavy blow across their torso. The attack is simple and easily seen coming by a skilled enough opponent, but very potent if it should connect. The sheer force of it is almost always enough to destroy the bayonets used in the attack if it connects, leaving Anderson momentarily unarmed. It is moderately draining to use, as well, though not enough that just once or twice would leave him unable to fight.
[Image: kUpgBYg.gif]
(01-07-2018, 02:58 AM)Renji Wrote: Demon Scent (600) (Requires Enhanced Senses, Vita Compass) Tier one utility super move

[spoiler] Kuzuru’s sense of smell is far above the average humans, normally this allows him to keep tabs on everyone in his vicinity based on smell alone. However, should he become fixated on hunting a singular target, he can focus his bloodhound-like nose to track said individual. All that is required is a bit of his target’s blood which he must inhale. The blood used for this must either be fresh or have been preserved well. Once he inhales his target’s blood he loses the ability to detect anything through his enhanced senses except for his them. He is able to detect his target out to a maximum range of five miles and the effects last for one hour, after which another bit of blood must be inhaled. This hyper-focus is taxing on the demon and he must expend one SP. Blood doesn’t necessarily need to be used, and any life-giving substance may be used such as oil for a robot or mana for an elemental. [/spoiler]

Approved!
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
(01-10-2018, 09:38 PM)Erik Vrell Wrote: Mindbreak: T1 super utility (600) (Requires ranged proficiency, debuff, homing.)

Erik focuses his energy for 5 second before releasing it at a single opponent within 10 metres as a wave of twisting violet energy. If they do not use a tier 1 super defence to block it, the psychic power will break their minds temporarily, stunning them for 10 seconds before their minds return to normal. This move is moderately taxing to use. Sometimes Erik may physically put a hand on the head of his victim, but this has no additional benefits.

Psi form: T1 super defence (600) (Requires phasing)

When Erik notices an especially powerful attack incoming, he turns his entire body into violet light and mist, causing the attack the past right through him. Allows Erik to dodge a single T1 super move. More powerful attacks will still damage him to a degree.

Volatile arrow: T2 super attack (800) (Requires ranged proficiency, area attack)

Erik summons his great psi bow and pulls the string back. An arrow forms in the bow and after 5 seconds, Erik fires it at an opponent. It travels at about 10 metres per second and does high damage. What separates this move from the great psi bow is that once the arrow hits a foe, it sticks in them for another few seconds before detonating. The detonation does similar damage to the strike, and a T1 defence will block either the initial hit or the explosion. The explosion is two metres in diameter, and while uncommon, multiple enemies can be hit by the detonation if they are close enough, dealing similar damage to a T1 super attack.

All good.

(01-11-2018, 03:32 AM)Alexander Anderson Wrote: Bayonet Storm (Requires: Ranged, Area Attack) -- 300

Anderson prepares this attack in a manner almost identical to his Bayonet Swarm, but as opposed to simply hurling the handfuls of blades directly at his target, he hurls them into the sky. They vanish seemingly without a trace, until 3 seconds later there is a rumble in the sky, a silvery flash of lightning, and the silver bayonets start to fall, in much greater numbers than the ten that were thrown. They pour down like rain, blanketing a large area thirty meters in radius with the deadly hail. Individually each blade does only minor damage as it falls, but the sheer quantity makes dealing with them a worrying proposition. The entire process takes nearly eight seconds to prepare, including drawing, preparing, and throwing the blades, then the short wait until they begin to fall; during all of this time save the wait until they begin to fall, Anderson must remain stationary to prepare and imbue the attack with the proper energy. The rain of blades will persist for fifteen seconds, after which it will end. The falling blades all shatter or break on impact, rendering them useless after their initial impact. Summoning such absurdly vast numbers of his blades in such a manner is quite taxing, rendering this an ineffective attack to use multiple times in a single battle, and even one use leaving him notably winded.


Flying Guillotine (Requires: Physical Strength, Super Jumping (any level), Burst Movement) -- 300

Anderson adopts a low crouch, shifting his posture to one suited for springing suddenly in any direction, waiting for two seconds. After which he will burst forward as quickly as he is able toward his opponent, and leap into the air. Along the way he will draw one of his bayonets into each hand, if he does not already have one, and then leap into the air. Coming down on his target like a thunderbolt, he will deliver a single, quick strike of monstrous force, using all his weight, momentum and gravity itself to assist the blow, both blades trailing an arc of glittering silver in their wake. The strike is designed to hammer down and smash his opponent flat, as well as deliver a heavy blow across their torso. The attack is simple and easily seen coming by a skilled enough opponent, but very potent if it should connect. The sheer force of it is almost always enough to destroy the bayonets used in the attack if it connects, leaving Anderson momentarily unarmed. It is moderately draining to use, as well, though not enough that just once or twice would leave him unable to fight.

Bayonet Storm: Does the cast time require his full concentration, or can he parry and use other moves or something so long as he's stationary?

Flying Guillotine: 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

(01-11-2018, 05:36 PM)Mark Wrote: Bayonet Storm: Does the cast time require his full concentration, or can he parry and use other moves or something so long as he's stationary?

Changes in bold.

Bayonet Storm (Requires: Ranged, Area Attack) -- 300

Anderson prepares this attack in a manner almost identical to his Bayonet Swarm, but as opposed to simply hurling the handfuls of blades directly at his target, he hurls them into the sky. They vanish seemingly without a trace, until 3 seconds later there is a rumble in the sky, a silvery flash of lightning, and the silver bayonets start to fall, in much greater numbers than the ten that were thrown. They pour down like rain, blanketing a large area thirty meters in radius with the deadly hail. Individually each blade does only minor damage as it falls, but the sheer quantity makes dealing with them a worrying proposition. The entire process takes nearly eight seconds to prepare, including drawing, preparing, and throwing the blades, then the short wait until they begin to fall; during all of this time save the wait until they begin to fall, Anderson must remain stationary to prepare and imbue the attack with the proper energy, which necessitates his entire focus; once he has thrown the blades he may then move as normal, to avoid or dodge attacks but otherwise must maintain his focus until the first blade falls. The rain of blades will persist for fifteen seconds, after which it will end. The falling blades all shatter or break on impact, rendering them useless after their initial impact. Summoning such absurdly vast numbers of his blades in such a manner is quite taxing, rendering this an ineffective attack to use multiple times in a single battle, and even one use leaving him notably winded.
[Image: kUpgBYg.gif]
(01-12-2018, 02:57 PM)Alexander Anderson Wrote:
(01-11-2018, 05:36 PM)Mark Wrote: Bayonet Storm: Does the cast time require his full concentration, or can he parry and use other moves or something so long as he's stationary?

Changes in bold.

Bayonet Storm (Requires: Ranged, Area Attack) -- 300

Anderson prepares this attack in a manner almost identical to his Bayonet Swarm, but as opposed to simply hurling the handfuls of blades directly at his target, he hurls them into the sky. They vanish seemingly without a trace, until 3 seconds later there is a rumble in the sky, a silvery flash of lightning, and the silver bayonets start to fall, in much greater numbers than the ten that were thrown. They pour down like rain, blanketing a large area thirty meters in radius with the deadly hail. Individually each blade does only minor damage as it falls, but the sheer quantity makes dealing with them a worrying proposition. The entire process takes nearly eight seconds to prepare, including drawing, preparing, and throwing the blades, then the short wait until they begin to fall; during all of this time save the wait until they begin to fall, Anderson must remain stationary to prepare and imbue the attack with the proper energy, which necessitates his entire focus; once he has thrown the blades he may then move as normal, to avoid or dodge attacks but otherwise must maintain his focus until the first blade falls. The rain of blades will persist for fifteen seconds, after which it will end. The falling blades all shatter or break on impact, rendering them useless after their initial impact. Summoning such absurdly vast numbers of his blades in such a manner is quite taxing, rendering this an ineffective attack to use multiple times in a single battle, and even one use leaving him notably winded.

Most excellent. Approved!
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Force an Error: Requires ranged proficiency, 4+ TEC, enhanced senses, telekinesis - (300 OM)
Kelly doesn't wait for his opponents to make mistakes - he takes a more proactive approach.  By subtle, well-timed application of telekinesis, the traveler is able to cause his opponents to make small but crucial errors - missing shots at range due to a sudden pressure on the elbow, or overextending in close combat thanks to a greater-than-expected momentum on a strike. 

The technique is entirely dependent on TEC. If the opponent's score is greater than Kelly's, they'll be able to correct for the unexpected interference - however, if their TEC score is equal to or less than his, they will make a mistake, with the severity increasing as the gap in ability-scores widens (A simple loss of combative momentum due to missed footing if the scores are equal, an exploitable opening if the opponents score is less than Kelly's but still greater than half his score, or a full on disaster such as tripping and falling on their face if their score is less than half of his.) 

Because the force required is minimal, this technique doesn't take a lot of energy, but it does require keen focus to use; as such, constant use will dull Kelly's mind and make him more prone to errors himself (effectively -1 to TEC for the rest of the fight if used more frequently than once per minute.) Force an Error can only be used on opponents within range of his telekinesis and in order to use this technique, Kelly must be able to sense his opponent with his Enhanced Senses.


Go For the Eyes: Requires physical strength, debuff proficiency - (300 OM)

Most fighters rely heavily on their eyes, and Kelly sees no reason not to exploit the hell out of that fact. 

When engaged with another fighter in melee combat, Kelly will go for the eyes, fully intending to blind them if he can get away with it. Kelly's success or lack thereof is dependent on the ability scores (yes, all of them) of himself and his opponent; He can successfully hit the eyes in the first place only if his TEC is greater than that of his target, and their SPD exceeds his by no more than 1. Assuming the move connects, its effectiveness depends on how large the gap in TEChnical ability is (signifying the degree to which they have failed to protect their squishy occular organs/other visual receptors), with a modifier based on the gap between Kelly's ATK and the opponent's DEF (for purposes of determining the move's outcome, add 1 to the target's TEC score for every 2 points by which their DEF exceeds Kelly's ATK). 

If Kelly's TEC exceeds the targets by...

1: Target experiences visual distortion (teariness, dark spots)/ general pain for about five seconds.
2: Target experiences dark spots, persistent blurring, teariness for up to ten seconds.
3 or more: Target experiences severe blurring for up to thirty seconds, persistent painful swelling, possible blindness in one eye. 
5 or more: Target is stricken with outright Blindness. 

Although Kelly can continue to attempt to target the eyes in a less devastating capacity with basic non-move attacks, Go For the Eyes can only be used once per opponent per fight (twice on opponents with a TEC score less than 2), as it creates a deep and abiding concern for protecting the face, preventing its subsequent use in its ideal form. 

The effects of Go For the Eyes can be reversed by an application of healing items or powers. Targets with regeneration can ignore the 1st level effects, and can recover from second and third level effects in half the listed time. Fourth level effects disappear within one minute for targets with basic regeneration and thirty seconds with advanced regeneration. SP-powered regeneration erases all effects. 


Unexpected Interference - Tier 1 Super Defense: requires telekinesis, foresight, Force an Error - (600 OM)
If Kelly detects imminent, critical danger, he can interfere with it at the source, telekinetically causing his opponent to either botch the attack or miss him completely. A sudden burst of unseen force affects their body in a harmless-but-critical way, disrupting their balance and/or breaking their concentration. Unexpected Interference can neutralize Tier 1 super-attacks or below.
Energy Shield (Requires Physical Proficiency) - 300 OM 

Measuring at 2.5 ft in diameter, it is practically an unbreakable energy shield that resembles Captain America's realistic vibranium version. Though the shield itself seems to be unbreakable with the right applied force someone can damage the energy projector rendering the shield useless until Moon Knight can find time to have someone fix it. Connected via energy projector on Moon Knight's left gauntlet, the energy shield virtually weightless. The Shield is able to be used as a melee weapon. Though with Moon Knight's skills from over the years he has never handled a shield as if it were a weapon and lacks skill, he uses it more as a defense. The shield better suited to defending, absorbing, and deflecting attacks. Though the shield is virtually indestructible any and all attacks will hurt Moon Knight due to vibrations and force to the energy shield. Attacks will definitely wear him down to the brink of exhaustion.        

Staff Slam (Requires Physical and Area Attack Proficiency) - 300

Instantly Jumping into the air Moon Knight brings his staff over his head before slamming it hard into the ground causing a small area of 8  meters in damage. This staff slam is powerful enough to take several enemies off the ground, dealing a fair amount of damage. The area of affect covers enough ground to knock over at least a small surrounding mob. Using this attack for extended times can tire Moon Knight leaving him a bit sluggish at responding to any incoming attacks after the move has been used. After performing the immediate move it can and will leave him open for anything to attack him. 


Quote:I'm leaving the Energy Shield at 300 beause Moon Knight may be skilled but he's never fought with a shield before. As for the Staff Slam use it's an immdiate use of him just jumping up and slaming the staff to the ground. 
@Kelly:

[spoiler]
(01-14-2018, 02:24 AM)Kelly MacAryn Wrote: Force an Error: Requires ranged proficiency, 4+ TEC, enhanced senses, telekinesis - (300 OM)
Kelly doesn't wait for his opponents to make mistakes - he takes a more proactive approach.  By subtle, well-timed application of telekinesis, the traveler is able to cause his opponents to make small but crucial errors - missing shots at range due to a sudden pressure on the elbow, or overextending in close combat thanks to a greater-than-expected momentum on a strike. 

The technique is entirely dependent on TEC. If the opponent's score is greater than Kelly's, they'll be able to correct for the unexpected interference - however, if their TEC score is equal to or less than his, they will make a mistake, with the severity increasing as the gap in ability-scores widens (A simple loss of combative momentum due to missed footing if the scores are equal, an exploitable opening if the opponents score is less than Kelly's but still greater than half his score, or a full on disaster such as tripping and falling on their face if their score is less than half of his.) 

Because the force required is minimal, this technique doesn't take a lot of energy, but it does require keen focus to use; as such, constant use will dull Kelly's mind and make him more prone to errors himself (effectively -1 to TEC for the rest of the fight if used more frequently than once per minute.) Force an Error can only be used on opponents within range of his telekinesis and in order to use this technique, Kelly must be able to sense his opponent with his Enhanced Senses.

This seems good, just add Debuff to the requirements. Approved!

Quote:Go For the Eyes: Requires physical strength, debuff proficiency - (300 OM)

Most fighters rely heavily on their eyes, and Kelly sees no reason not to exploit the hell out of that fact. 

When engaged with another fighter in melee combat, Kelly will go for the eyes, fully intending to blind them if he can get away with it. Kelly's success or lack thereof is dependent on the ability scores (yes, all of them) of himself and his opponent; He can successfully hit the eyes in the first place only if his TEC is greater than that of his target, and their SPD exceeds his by no more than 1. Assuming the move connects, its effectiveness depends on how large the gap in TEChnical ability is (signifying the degree to which they have failed to protect their squishy occular organs/other visual receptors), with a modifier based on the gap between Kelly's ATK and the opponent's DEF (for purposes of determining the move's outcome, add 1 to the target's TEC score for every 2 points by which their DEF exceeds Kelly's ATK). 

If Kelly's TEC exceeds the targets by...

1: Target experiences visual distortion (teariness, dark spots)/ general pain for about five seconds.
2: Target experiences dark spots, persistent blurring, teariness for up to ten seconds.
3 or more: Target experiences severe blurring for up to thirty seconds, persistent painful swelling, possible blindness in one eye. 
5 or more: Target is stricken with outright Blindness. 

Although Kelly can continue to attempt to target the eyes in a less devastating capacity with basic non-move attacks, Go For the Eyes can only be used once per opponent per fight (twice on opponents with a TEC score less than 2), as it creates a deep and abiding concern for protecting the face, preventing its subsequent use in its ideal form. 

The effects of Go For the Eyes can be reversed by an application of healing items or powers. Targets with regeneration can ignore the 1st level effects, and can recover from second and third level effects in half the listed time. Fourth level effects disappear within one minute for targets with basic regeneration and thirty seconds with advanced regeneration. SP-powered regeneration erases all effects. 

Approved!

Quote:Unexpected Interference - Tier 1 Super Defense: requires telekinesis, foresight, Force an Error - (600 OM)
If Kelly detects imminent, critical danger, he can interfere with it at the source, telekinetically causing his opponent to either botch the attack or miss him completely. A sudden burst of unseen force affects their body in a harmless-but-critical way, disrupting their balance and/or breaking their concentration. Unexpected Interference can neutralize Tier 1 super-attacks or below.

Approved![/spoiler]

@Moon Knight:

[spoiler]
(01-14-2018, 03:12 AM)Moon Knight Wrote: Energy Shield (Requires Physical Proficiency) - 300 OM 

Measuring at 2.5 ft in diameter, it is practically an unbreakable energy shield that resembles Captain America's realistic vibranium version. Though the shield itself seems to be unbreakable with the right applied force someone can damage the energy projector rendering the shield useless until Moon Knight can find time to have someone fix it. Connected via energy projector on Moon Knight's left gauntlet, the energy shield virtually weightless. The Shield is able to be used as a melee weapon. Though with Moon Knight's skills from over the years he has never handled a shield as if it were a weapon and lacks skill, he uses it more as a defense. The shield better suited to defending, absorbing, and deflecting attacks. Though the shield is virtually indestructible any and all attacks will hurt Moon Knight due to vibrations and force to the energy shield. Attacks will definitely wear him down to the brink of exhaustion.        

Okay, since the melee part is highly ineffective/almost an incidental attack thing, this is approved at 300 OM!

Quote:Staff Slam (Requires Physical and Area Attack Proficiency) - 300

Instantly Jumping into the air Moon Knight brings his staff over his head before slamming it hard into the ground causing a small area of 8  meters in damage. This staff slam is powerful enough to take several enemies off the ground, dealing a fair amount of damage. The area of affect covers enough ground to knock over at least a small surrounding mob. Using this attack for extended times can tire Moon Knight leaving him a bit sluggish at responding to any incoming attacks after the move has been used. After performing the immediate move it can and will leave him open for anything to attack him. 

Approved![/spoiler]
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
(01-09-2018, 05:46 PM)Mark Wrote:
(01-07-2018, 02:58 AM)Renji Wrote: Darkchip: Dark Burn (300) (Requires Physical Strength, Ranged Proficiency)

[spoiler] Abusing Nebula’s darkchips has altered Kuzuru’s body on a fundamental level, allowing him to access remnants of their power. Kuzuru can ignite his body with a cloak of violet flames, burning anyone and anything nearby. He can only sustain this intense flame for a few seconds before it is extinguished. His body is not completely immune to these flames and will suffer a few burns with each activation. [/spoiler]

Darkchip: Discord (300) (Requires Ranged Proficiency, Debuff Proficiency, Area Attack Proficiency)

[spoiler] Abusing Nebula’s darkchips had altered Kuzuru’s body on a fundamental level, allowing him to access remnants of their power. By throwing up a devil horns Kuzuru and praying to the gods of rock and roll for three seconds he can summon a wicked jet black guitar. Kuzuru can play this guitar normally and it is loud as if it was connected to an invisible amp. However by playing a particularly wicked lick or a grimy power chord Kuzuru can unleash the power of very terrible rock and roll. Once unleashed the guitar fires a cone of concentrated noise up to an effective distance of 25 feet. While this cacophony is not physically damaging it does inflict a myriad of maladies. Those affected by Kuzuru’s stylings are left with muddled hearing, blurred vision, and a general sense of confusion. These effects last for a few seconds before dissipating. Kuzuru can only unleash the power of rock and roll once per round and can fire the cone twice per round. [/spoiler]

Dark Burn: Roughly how damaging is this? Does it have a cast time? Does he need to concentrate and/or stand still to cast or maintain it? What’s the stamina cost? Can he use other moves?

Discord: How wide does the cone get? Can he move around while using this? Does he need to concentrate? What’s the stamina drain or cost? Can he use other moves at the same time? For the bit at the end you’ll need to describe it using time or something if you want a cooldown, rounds can vary in length IC so they’re not used as a measure of time unless they’re a super move.

Updated Dark Burn's description and I'm going to discard Discord and rework it somewhere down the road.

Darkchip: Dark Burn (300) (Requires Physical Strength, Ranged Proficiency)

[spoiler] Abusing Nebula’s darkchips has altered Kuzuru’s body on a fundamental level, allowing him to access remnants of their power. Kuzuru can instantly ignite his body with a cloak of violet flames, burning anyone and anything within a few feet from him. This fire only lasts for a moment or two before fizzling out, acting as more of a quick explosion than a continued blaze. These flames are incredibly hot and can melt or burn through most restraints as well as dissuade or ignite melee attackers. Kuzuru is not immune to his own fire and every activation will leave him moderately burnt. Nebula's energy is also quite taxing to call upon and will leave Kuzuru winded after each activation.  [/spoiler]
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