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Move Approval V
(01-15-2018, 11:22 PM)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 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]

I'm assuming this is something that goes out in all directions? If so you'd need Area Attack. If it's just an aimed burst in a particular direction, you're fine with Ranged Proficiency. You already have both of them so you're approved either way, just mentioning it for clarity.
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

Upgrading gazerbeam...

[Image: 563ce53f5022a.jpg]
"gazerbeam.exe" (600) - Requires Ranged
The Vision shoots beams of solar energy either from his eyes or the Solar Gem in his forehead. The beams are white-hot cylinders 15 mm wide each, aimed at whatever he's looking at at the time. They travel for 10 meters before fizzling out. Recharging the solar energy takes 1 second and costs minor effort.

1. When shooting from his eyes, the beams are weaker but can be sustained for longer. It feels like being burned by a lighter. Vision can sustain the beams for 5 seconds before needing to recharge.
2. When shooting from his Solar Gem, the beam is one laser that does much more significant damage. This is closer to a real laser. These beams fire in bursts, shooting for 0.5 seconds before needing to recharge.

[Image: 6-tv-spots-for-captain-america-civil-war...rmat=1000w]
AdaptoidFile0006 - "warmachine.exe" (300) - Requires Ranged
The Vision's arms and shoulders grow cannons and gatling guns, unleashing a barrage of firepower at a target up to 5 meters away. The barrage lasts for 2 seconds. This does great damage. However, the Vision cannot move or adjust his aim once the move begins, and the move costs considerable effort. The move has an Adaptoid cooldown of 3 seconds.
[Image: 2e90d321b01d5016a4116390e9d88ebd.jpg]
[Image: ytLTikp.png?1]
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The red axe: 300 OM, requires melee prof


A rust red, oversized omnissian axe which is about 1 and a half meters high with a cog shaped blade. It is used as a heavy chopping device to get through armour but it can't be used quickly or with as much skill. Because it's unwieldy, its main use is keeping enemies away so 13 can have more room to use his guns. It is attached to 13's back by a magnet in his spine, it takes 3 seconds to take out and put back. The head of the axe is a semi-circle 30 cm long and 10 cm wide.


[Image: latest?cb=20151101155244]
This but rust red.
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!

01001111 01110101 01110010 00100000 01110100 01110010 01110101 01110100 01101000 00100000 01101000 01100001 01110011 00100000 01100011 01101111 01101101 01100101 00100000 01101111 01101110 01101100 01101001 01101110 01100101
Running a couple moves through approval for a certain NPC...

Grenado (Requires: Ranged, Area Attack, Debuff) -- 1,500 OM
Crow carries a small stock of primitive explosives with him most of the time. Appearing as small, clay or metal shells about six inches in diameter, with a fuse protruding from them. At any given time, he carries one of each type available, and when it is used, it takes six seconds of uninterrupted focus — the most he can do is move about to try and dodge attacks, though any other interruption will break his focus — to summon a replacement. All four varieties have the same general usage: when the fuse is lit, there is a six second countdown before it explodes, and Crow's throwing arm can hurl it to a range of about 20 meters. Different types are as follows:
-- Shrapnel: The explosive goes off with a surprisingly powerful blast, pelting everything within a four-meter radius of the weapon itself with a devastating hail of shrapnel from the casing and shot concealed inside it. It's quite powerful, but has no other special effects tied to it.
-- Thunder: The explosive goes off with a simple detonation fueled solely by the powder contained within the shell. It does minimal damage, and only then in a small 1-meter radius around it, but all targets within a 5-meter radius will be assaulted by a violent burst of sound, which can deafen them temporarily. The effects last for ten seconds, subtracting 1 second for every point of DEF the target has greater than Crow's ATK.
-- Flash: The explosive goes off with a burst of blinding light, effecting all targets within a 5-meter radius of the blast. The blinding effects last for ten seconds, subtracting 1 second for every point of DEF the target has greater than Crow's ATK.
-- Smoke: The explosive goes off with a loud bang, and produces a thick cloud of dark, obscuring smoke. The smoke spreads out into a 4-meter radius cloud centered on the blast, and lasts for up to 15 seconds before beginning to dissipate. The smoke greatly hinders eyesight, and makes breathing difficult while within it, but has no effects if a target can get free of the smoke.
-- Toxic: The explosive goes off with a loud bang and flash of light, producing thick clouds of noxious, yellow smoke. It is caustic, and burns just to touch one's skin, causing constant, minor discomfort as long as they are within the smoke. The real effects are that it irritates the body, causing tears, coughing, dizziness and nausea (or analogous effects, for non-organic/living targets), with just one good breath. The cloud of smoke lasts for ten seconds before beginning to dissipate, and the effects of inhalation will last for ten seconds, subtracting 1 second for every point of DEF the target has greater than Crow's ATK.


Rifled Musket (Requires: Ranged Proficiency) -- 300 OM
A simple weapon, and Crow's primary means of long-range engagement or for a surprise sneak attack. The weapon is accurate at an extreme range, up to 300 meters, and remains deadly until up to 500. It only holds one shot, and so that one shot must be aimed carefully. Lining up a proper shot with the weapon takes no less than five seconds, during which Crow has to remain completely stationary — crouching or kneeling, if he can manage it. When fired, the rifle gives off a thunderous bang and a short-lived cloud of thick, white smoke. The single shot packs a massive punch, but when fired, reloading the weapon takes 30 seconds. In the event he gets a chance to reload, Crow does carry two extra cartridges to load the rifle, and if he should somehow manage to use all three shots, summoning another takes ten seconds.


Deadeye -- T1 Super Attack (Requires: Ranged Proficiency) -- 600 OM
Sometimes, when you need to really take down a tough foe, it's better to be lucky than good. Crow's got no shortage of both luck and skill, and this attack proves it. By taking an extra three seconds to line up a shot with his rifled musket, during which he can actually move — owing to the 'luck' part of the maneuver — Crow fires a shot as usual. It's a damn good shot; the 'one in a million' variety, hitting the opponent in just the right spot to deal a devastating injury.


Spike -- T1 Super Defense (Requires: Ranged Proficiency) -- 600 OM
Again fully exploiting his capacity to be just as lucky as he is good, Crow can use it to put a stop to an incoming attack. Drawing one of his crow feathers, he uses it in an...unorthodox way. Hurling it at his target just so, and with such speed and precision that it completely throws them off their game. Jamming a ranged weapon, making them trip for a physical attack, catching a supernatural one, etc. The exact specificity will vary, depending on the attack being countered, but the end result will always be the same.


Dead Men Tell no Tales -- T1 Power Up -- 1,000 OM
Sometimes, Crow doesn't want to leave someone around to go telling stories about running into him. Or he just wants to give someone a visit to Davy Jones' Locker. Either way, he decides to buckle down and get serious, drawing on some of his supernatural strength to augment his ferocity in combat. Visibly, there is very little change, but careful observers would notice Crow's eyes gleam silver, with an almost palpable killing intent.
ATK: +2
DEF: +0
SPD: +2
TEC: +1
[Image: kUpgBYg.gif]
Vision:
[spoiler]
(01-16-2018, 06:33 AM)The Vision Wrote: Upgrading gazerbeam...

[Image: 563ce53f5022a.jpg]
"gazerbeam.exe" (600) - Requires Ranged
The Vision shoots beams of solar energy either from his eyes or the Solar Gem in his forehead. The beams are white-hot cylinders 15 mm wide each, aimed at whatever he's looking at at the time. They travel for 10 meters before fizzling out. Recharging the solar energy takes 1 second and costs minor effort.

1. When shooting from his eyes, the beams are weaker but can be sustained for longer. It feels like being burned by a lighter. Vision can sustain the beams for 5 seconds before needing to recharge.
2. When shooting from his Solar Gem, the beam is one laser that does much more significant damage. This is closer to a real laser. These beams fire in bursts, shooting for 0.5 seconds before needing to recharge.

[Image: 6-tv-spots-for-captain-america-civil-war...rmat=1000w]
AdaptoidFile0006 - "warmachine.exe" (300) - Requires Ranged
The Vision's arms and shoulders grow cannons and gatling guns, unleashing a barrage of firepower at a target up to 5 meters away. The barrage lasts for 2 seconds. This does great damage. However, the Vision cannot move or adjust his aim once the move begins, and the move costs considerable effort. The move has an Adaptoid cooldown of 3 seconds.

Looks good to me. Approved-erino.[/spoiler]


13-Jzall
[spoiler]
(01-16-2018, 09:44 AM)13-Jzall Wrote: The red axe: 300 OM, requires melee prof


A rust red, oversized omnissian axe which is about 1 and a half meters high with a cog shaped blade. It is used as a heavy chopping device to get through armour but it can't be used quickly or with as much skill. Because it's unwieldy, its main use is keeping enemies away so 13 can have more room to use his guns. It is attached to 13's back by a magnet in his spine, it takes 3 seconds to take out and put back. The head of the axe is a semi-circle 30 cm long and 10 cm wide.


[Image: latest?cb=20151101155244]
This but rust red.

Good to go.[/spoiler]
If you see me around and you got questions, just give a shout. I'm happy to assist.

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

Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities
(01-16-2018, 07:33 PM)Alexander Anderson Wrote: Running a couple moves through approval for a certain NPC...

Grenado (Requires: Ranged, Area Attack, Debuff) -- 1,500 OM
Crow carries a small stock of primitive explosives with him most of the time. Appearing as small, clay or metal shells about six inches in diameter, with a fuse protruding from them. At any given time, he carries one of each type available, and when it is used, it takes six seconds of uninterrupted focus — the most he can do is move about to try and dodge attacks, though any other interruption will break his focus — to summon a replacement. All four varieties have the same general usage: when the fuse is lit, there is a six second countdown before it explodes, and Crow's throwing arm can hurl it to a range of about 20 meters. Different types are as follows:
-- Shrapnel: The explosive goes off with a surprisingly powerful blast, pelting everything within a four-meter radius of the weapon itself with a devastating hail of shrapnel from the casing and shot concealed inside it. It's quite powerful, but has no other special effects tied to it.
-- Thunder: The explosive goes off with a simple detonation fueled solely by the powder contained within the shell. It does minimal damage, and only then in a small 1-meter radius around it, but all targets within a 5-meter radius will be assaulted by a violent burst of sound, which can deafen them temporarily. The effects last for ten seconds, subtracting 1 second for every point of DEF the target has greater than Crow's ATK.
-- Flash: The explosive goes off with a burst of blinding light, effecting all targets within a 5-meter radius of the blast. The blinding effects last for ten seconds, subtracting 1 second for every point of DEF the target has greater than Crow's ATK.
-- Smoke: The explosive goes off with a loud bang, and produces a thick cloud of dark, obscuring smoke. The smoke spreads out into a 4-meter radius cloud centered on the blast, and lasts for up to 15 seconds before beginning to dissipate. The smoke greatly hinders eyesight, and makes breathing difficult while within it, but has no effects if a target can get free of the smoke.
-- Toxic: The explosive goes off with a loud bang and flash of light, producing thick clouds of noxious, yellow smoke. It is caustic, and burns just to touch one's skin, causing constant, minor discomfort as long as they are within the smoke. The real effects are that it irritates the body, causing tears, coughing, dizziness and nausea (or analogous effects, for non-organic/living targets), with just one good breath. The cloud of smoke lasts for ten seconds before beginning to dissipate, and the effects of inhalation will last for ten seconds, subtracting 1 second for every point of DEF the target has greater than Crow's ATK.


Rifled Musket (Requires: Ranged Proficiency) -- 300 OM
A simple weapon, and Crow's primary means of long-range engagement or for a surprise sneak attack. The weapon is accurate at an extreme range, up to 300 meters, and remains deadly until up to 500. It only holds one shot, and so that one shot must be aimed carefully. Lining up a proper shot with the weapon takes no less than five seconds, during which Crow has to remain completely stationary — crouching or kneeling, if he can manage it. When fired, the rifle gives off a thunderous bang and a short-lived cloud of thick, white smoke. The single shot packs a massive punch, but when fired, reloading the weapon takes 30 seconds. In the event he gets a chance to reload, Crow does carry two extra cartridges to load the rifle, and if he should somehow manage to use all three shots, summoning another takes ten seconds.


Deadeye -- T1 Super Attack (Requires: Ranged Proficiency) -- 600 OM
Sometimes, when you need to really take down a tough foe, it's better to be lucky than good. Crow's got no shortage of both luck and skill, and this attack proves it. By taking an extra three seconds to line up a shot with his rifled musket, during which he can actually move — owing to the 'luck' part of the maneuver — Crow fires a shot as usual. It's a damn good shot; the 'one in a million' variety, hitting the opponent in just the right spot to deal a devastating injury.


Spike -- T1 Super Defense (Requires: Ranged Proficiency) -- 600 OM
Again fully exploiting his capacity to be just as lucky as he is good, Crow can use it to put a stop to an incoming attack. Drawing one of his crow feathers, he uses it in an...unorthodox way. Hurling it at his target just so, and with such speed and precision that it completely throws them off their game. Jamming a ranged weapon, making them trip for a physical attack, catching a supernatural one, etc. The exact specificity will vary, depending on the attack being countered, but the end result will always be the same.


Dead Men Tell no Tales -- T1 Power Up -- 1,000 OM
Sometimes, Crow doesn't want to leave someone around to go telling stories about running into him. Or he just wants to give someone a visit to Davy Jones' Locker. Either way, he decides to buckle down and get serious, drawing on some of his supernatural strength to augment his ferocity in combat. Visibly, there is very little change, but careful observers would notice Crow's eyes gleam silver, with an almost palpable killing intent.
ATK: +2
DEF: +0
SPD: +2
TEC: +1

All of these are approved!
[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.
Rising Potential -- T2 Powered-up Form -- 1500 OM
[spoiler][Image: dhPU8Vw.jpg][/spoiler]
Graowr flares her aura, pouring out energy over a course of three seconds, after which point steam jets from the venting holes in her arms, billowing out into a thick cloud of obscuring, pink smoke and steam. As it engulfs her, there is a violent explosion of power, as she emerges from the cloud in a new, more powerful form. Standing over a foot taller, her skin much more pale, eyes faded to a deep red color, a complete change in attire and her aura fading to a white hue outlined in pale blue flame are all marks of the transformation. It is temporary, but it provides a substantial increase to her combat abilities, and is accompanied by a much more stern, serious and focused outlook, making it doubly dangerous for the short while it lasts. When it wears off, she is similarly surrounded by another cloud of thick, opaque pink smoke before re-emerging in her normal state.
ATK: 8
DEF: 5
SPD: 8
TEC: 1


And...while I'm at it, a couple moves for an upcoming NPC I'm working on.

Repeating Flintlock (Requires: Ranged) 300 OM
A simple flintlock pistol, with four barrels and a rotating chamber. Functions as a standard, one shot per barrel weapon. It packs a moderate punch, but isn't terribly accurate, only having any relaible accuracy out to about 15 meters. It takes 6 seconds to reload each individual barrel, and the Everyman carries an extra four rounds with him at any given time; summoning more beyond that takes two seconds per round. In a pinch, he can technically fire anything that he can fit down one of the barrels, not just the rounds specifically made for it.

Blazing Hot Betty (Requires: Physical Strength, Ranged) 1,200 OM
Blazing Hot Betty is a unique sword, forged from the Everyman's reality-warping powers of CREATIVITY. Rigged together from the remains of a broken lightbulb, a broken wine bottle, and a magnifying glass, it is a standard blade, just over three feet long from pommel to blade point. It is razor sharp, and serves as a solid melee implement, though it is made of glass, and when struck against other weapons it runs the risk of being damage, or breaking altogether. If the blade does break, it can be repairs, though it takes fifteen seconds to do so.

Additional functions of the sword include being able to use the lenses to focus ambient light, heating the blade up to let it deliver an additional punch with its next strike. Focusing the light necessary takes five seconds, and the blade will only remain heated for up to ten seconds, or until a strike is landed, whichever comes first.

The sword can also convert this energy into a blast of light, focused into a laser. It takes 6 seconds to prepare and focus the necessary power, during which time the Everyman must remain stationary. When fired, this burst of energy is no more than three inches in diameter, and can reach up to 30 meters before fizzling out. It has impressive force, and can be sustained up to three seconds before the charge of power runs out.

As a final note, the sword can be lit up like a regular lightbulb. It can be used to light dark areas, or switched on as a sudden surprise in a fight to catch an opponent offguard, temporarily blinding them and shrouding the blade in light, making it harder to judge where it is to block it properly.

Siege Hammer (Requires: Physical Strength) 300 OM
The crazy result of the Everyman using his reality-warping CREATIVITY powers to combine a battering ram with a lance. The result is a solid metal shaft, about two meters long, topped with a massive hunk of metal and iron shaped like a massive sledgehammer head, with one striking face capped with a metallic ram's head. The weapon is extremely slow and ponderous, taking nearly two full seconds just to wind up for a swing, but it hits like a runaway freight train if it connects. It is extremely heavy and unwieldy, however, and with every swing (even if it hits), the Everyman is left unbalanced and recovering for a full second afterward, during which he is completely open.

Snuffy the Pooch -- T1 Assist -- 1000 OM
The Everyman's loyal canine companion. Appears as a perfectly normal, mundane dog, save for the fact that she is purple. Reasonably intelligent and capable, and determined to protect the Everyman.
ATK: 1
DEF: 1
SPD: 2
TEC: 1

MOTHER. FUCKING. LASER BEAM. -- T1 Super Attack (Requires: Ranged) 600 OM
Identical in every respect to the normal usage of Blazing Hot Betty's laser attack, but far more focused and potent. The beam is narrowed down, to just an inch in diameter, and burns a target for three seconds before exploding, throwing the target back with tremendous force -- and also knocking the Everyman off his feet from the recoil. It's a powerful thing, but it's not the best thing to use wildly, due to energy drain.
[Image: Imperial.png] [Image: 17Champ.png]
Retroactive move approval requested!
(because no one said in my joining thread that I actually needed a move for this)

Quote:Fine China Arms (300)
(Physical Strength)
In addition to his two normal arms, China has a second pair just beneath the first, which are identical in every way. Each arm is just under three feet long and ends in a five-fingered hand.
[Image: chinasig3.png]
Ticking off some stuff from my wishlist :frogbon: Not sure if there's too many things to approve in one go though?


Howl (300, requires Area Attack and Debuff Proficiencies)
Image because why not!
A wolf's howl at night reminds adults and children alike of why they are afraid of the dark.

By raising her head skywards and giving a wolfish howl over the course of ~5 seconds during which she stays still, Amaterasu inspires fear in her enemies while raising her own spirits. While the range at which this effects others is fairly high, clocking in at about 100 meters from her in every direction, the effect diminishes with distance simply because opponents don't hear it that well. Opponents who are hit with the debuff are reminded of her feral heritage and thus find themselves involuntarily more defensive and easily scared for some 30 seconds, choosing more often to skip the opportunity for an attack or counter in favor of defending themselves. The effect starts off strong and gradually wears off over the duration.
Because of the strain put on Amaterasu's voice she cannot use this more than once per fight.
Fluff: Invigorated by her morale-raising howl, Amaterasu may be more aggressive in battle after performing it.


Crunch (300, requires Physical Strength)
A predator's jaws are simple, but effective.

Amaterasu bites her opponent... yup.
While her teeth are powerful and can inflict painful injuries they have the drawbacks of exposing her head to her opponent as she bites them, of potentially hurting her vulnerable maw/mouth against sharp edges, spikes, scales and other natural or armor-type defenses an opponent has and of straining the jaw muscles if their DEF is too high and meets too much resistance. The risk of contracting diseases through the bite also exists.
For obvious reasons, this move is far less effective in her human form than in wolf form (or any form that does not have predator-type teeth).


Youkai Toma (600, requires Physical Strength, Ranged Proficiency)
A pair of dwarven Ceremonial Axes, repurposed into deadly weapons for short- and long-range combat.
Image reference.

A pair of short axes, each about 50cm long and with a 10cm long blade designed for close-range combat typically dual-wielded. Though they look slightly different from each other - a testament to dwarven craftsmanship where each forged weapon is unique, not assembly line products - they are functionally identical. Their light weight allows for quick and precise attacks and doesn't encumber or tire the user much, but they don't have as much raw force and are somewhat lacking in the defense department. Ten to twelve attacks will tire Amaterasu moderately, double that would have her breathing deeply with exhaustion.
The axes are well balanced and light enough that they can also be thrown, with their effective range being ~20 meters. They can fly up to twice as far but would lack the force to penetrate anything meaningful at that point. As they cannot boomerang back or anything fancy like that they must be retrieved by hand.



T2 Power-Up: Kami of the Sun (1500)
Image reference.
Amaterasu draws upon the power of the sun to empower herself. In this state flame wisps circle around her, though these are harmless. Her hair (or fur) and clothes also flutter around slightly, as if caught in a wind that only affects her.
ATK: +3
DEF: +4
SPD: +1
TEC: +1

T2 Assist: Oki(1500)
Image reference.
Oki, Warrior of the Oina tribe, can come to Amaterasu's aid in his wolf form. Much like she in wolf form, he carries his weapon on his back and can wield it with his maw. He uses Amaterasu's Howl, Crunch and Blade of Tsukuyomi moves (though for the latter, his sword has some cosmetic differences).

Stats: 1/3/4/2



Alt Form: Celestial Wolf Form (2000)
Image reference.

Amaterasu takes the wolf form that she was awakened in and spent most of her time with in Nippon, prior to being brought to the Omniverse. In this state she carries her weapons on her back, and her Celestial Brush relocates from her hair to the tip of her tail. Hand-wielded weapons must be held with her maw in this state, but function the same otherwise.

Stats: 1/4/5/1

Note: I have +1 stat boost, hence the total of 11 points.
 [Image: Rnk00x5.gif] 
Confusedundoge: Credit & Hugs to Ruby for the sign, and to Guu for the smileys! Confusedundoge:

Hide your chicken nuggers, hide your heads, the Sundoge is coming and she'll hat everyone!
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
This signature is so overloaded...
(01-17-2018, 03:02 AM)The Future Warrior Wrote: Rising Potential -- T2 Powered-up Form -- 1500 OM
[spoiler][Image: dhPU8Vw.jpg][/spoiler]
Graowr flares her aura, pouring out energy over a course of three seconds, after which point steam jets from the venting holes in her arms, billowing out into a thick cloud of obscuring, pink smoke and steam. As it engulfs her, there is a violent explosion of power, as she emerges from the cloud in a new, more powerful form. Standing over a foot taller, her skin much more pale, eyes faded to a deep red color, a complete change in attire and her aura fading to a white hue outlined in pale blue flame are all marks of the transformation. It is temporary, but it provides a substantial increase to her combat abilities, and is accompanied by a much more stern, serious and focused outlook, making it doubly dangerous for the short while it lasts. When it wears off, she is similarly surrounded by another cloud of thick, opaque pink smoke before re-emerging in her normal state.
ATK: 8
DEF: 5
SPD: 8
TEC: 1


And...while I'm at it, a couple moves for an upcoming NPC I'm working on.

Repeating Flintlock (Requires: Ranged) 300 OM
A simple flintlock pistol, with four barrels and a rotating chamber. Functions as a standard, one shot per barrel weapon. It packs a moderate punch, but isn't terribly accurate, only having any relaible accuracy out to about 15 meters. It takes 6 seconds to reload each individual barrel, and the Everyman carries an extra four rounds with him at any given time; summoning more beyond that takes two seconds per round. In a pinch, he can technically fire anything that he can fit down one of the barrels, not just the rounds specifically made for it.

Blazing Hot Betty (Requires: Physical Strength, Ranged) 1,200 OM
Blazing Hot Betty is a unique sword, forged from the Everyman's reality-warping powers of CREATIVITY. Rigged together from the remains of a broken lightbulb, a broken wine bottle, and a magnifying glass, it is a standard blade, just over three feet long from pommel to blade point. It is razor sharp, and serves as a solid melee implement, though it is made of glass, and when struck against other weapons it runs the risk of being damage, or breaking altogether. If the blade does break, it can be repairs, though it takes fifteen seconds to do so.

Additional functions of the sword include being able to use the lenses to focus ambient light, heating the blade up to let it deliver an additional punch with its next strike. Focusing the light necessary takes five seconds, and the blade will only remain heated for up to ten seconds, or until a strike is landed, whichever comes first.

The sword can also convert this energy into a blast of light, focused into a laser. It takes 6 seconds to prepare and focus the necessary power, during which time the Everyman must remain stationary. When fired, this burst of energy is no more than three inches in diameter, and can reach up to 30 meters before fizzling out. It has impressive force, and can be sustained up to three seconds before the charge of power runs out.

As a final note, the sword can be lit up like a regular lightbulb. It can be used to light dark areas, or switched on as a sudden surprise in a fight to catch an opponent offguard, temporarily blinding them and shrouding the blade in light, making it harder to judge where it is to block it properly.

Siege Hammer (Requires: Physical Strength) 300 OM
The crazy result of the Everyman using his reality-warping CREATIVITY powers to combine a battering ram with a lance. The result is a solid metal shaft, about two meters long, topped with a massive hunk of metal and iron shaped like a massive sledgehammer head, with one striking face capped with a metallic ram's head. The weapon is extremely slow and ponderous, taking nearly two full seconds just to wind up for a swing, but it hits like a runaway freight train if it connects. It is extremely heavy and unwieldy, however, and with every swing (even if it hits), the Everyman is left unbalanced and recovering for a full second afterward, during which he is completely open.

Snuffy the Pooch -- T1 Assist -- 1000 OM
The Everyman's loyal canine companion. Appears as a perfectly normal, mundane dog, save for the fact that she is purple. Reasonably intelligent and capable, and determined to protect the Everyman.
ATK: 1
DEF: 1
SPD: 2
TEC: 1

MOTHER. FUCKING. LASER BEAM. -- T1 Super Attack (Requires: Ranged) 600 OM
Identical in every respect to the normal usage of Blazing Hot Betty's laser attack, but far more focused and potent. The beam is narrowed down, to just an inch in diameter, and burns a target for three seconds before exploding, throwing the target back with tremendous force -- and also knocking the Everyman off his feet from the recoil. It's a powerful thing, but it's not the best thing to use wildly, due to energy drain.

Blazing Hot Betty: Is there a stamina drain or some other downside attached with the extra effects? You’ll need Debuff as a prereq for the blinding stuff.

Siege Hammer: How big is the head?

Everything else is approved.

(01-17-2018, 03:17 AM)China Wrote: Retroactive move approval requested!
(because no one said in my joining thread that I actually needed a move for this)

Quote:Fine China Arms (300)
(Physical Strength)
In addition to his two normal arms, China has a second pair just beneath the first, which are identical in every way. Each arm is just under three feet long and ends in a five-fingered hand.

Yeah, pretty sure that’s my fault. You’re approved, sorry about that.

(01-17-2018, 03:40 AM)Amaterasu Wrote: Ticking off some stuff from my wishlist :frogbon: Not sure if there's too many things to approve in one go though?


Howl (300, requires Area Attack and Debuff Proficiencies)
Image because why not!
A wolf's howl at night reminds adults and children alike of why they are afraid of the dark.

By raising her head skywards and giving a wolfish howl over the course of ~5 seconds during which she stays still, Amaterasu inspires fear in her enemies while raising her own spirits. While the range at which this effects others is fairly high, clocking in at about 100 meters from her in every direction, the effect diminishes with distance simply because opponents don't hear it that well. Opponents who are hit with the debuff are reminded of her feral heritage and thus find themselves involuntarily more defensive and easily scared for some 30 seconds, choosing more often to skip the opportunity for an attack or counter in favor of defending themselves. The effect starts off strong and gradually wears off over the duration.
Because of the strain put on Amaterasu's voice she cannot use this more than once per fight.
Fluff: Invigorated by her morale-raising howl, Amaterasu may be more aggressive in battle after performing it.


Crunch (300, requires Physical Strength)
A predator's jaws are simple, but effective.

Amaterasu bites her opponent... yup.
While her teeth are powerful and can inflict painful injuries they have the drawbacks of exposing her head to her opponent as she bites them, of potentially hurting her vulnerable maw/mouth against sharp edges, spikes, scales and other natural or armor-type defenses an opponent has and of straining the jaw muscles if their DEF is too high and meets too much resistance. The risk of contracting diseases through the bite also exists.
For obvious reasons, this move is far less effective in her human form than in wolf form (or any form that does not have predator-type teeth).


Youkai Toma (600, requires Physical Strength, Ranged Proficiency)
A pair of dwarven Ceremonial Axes, repurposed into deadly weapons for short- and long-range combat.
Image reference.

A pair of short axes, each about 50cm long and with a 10cm long blade designed for close-range combat typically dual-wielded. Though they look slightly different from each other - a testament to dwarven craftsmanship where each forged weapon is unique, not assembly line products - they are functionally identical. Their light weight allows for quick and precise attacks and doesn't encumber or tire the user much, but they don't have as much raw force and are somewhat lacking in the defense department. Ten to twelve attacks will tire Amaterasu moderately, double that would have her breathing deeply with exhaustion.
The axes are well balanced and light enough that they can also be thrown, with their effective range being ~20 meters. They can fly up to twice as far but would lack the force to penetrate anything meaningful at that point. As they cannot boomerang back or anything fancy like that they must be retrieved by hand.



T2 Power-Up: Kami of the Sun (1500)
Image reference.
Amaterasu draws upon the power of the sun to empower herself. In this state flame wisps circle around her, though these are harmless. Her hair (or fur) and clothes also flutter around slightly, as if caught in a wind that only affects her.
ATK: +3
DEF: +4
SPD: +1
TEC: +1

T2 Assist: Oki(1500)
Image reference.
Oki, Warrior of the Oina tribe, can come to Amaterasu's aid in his wolf form. Much like she in wolf form, he carries his weapon on his back and can wield it with his maw. He uses Amaterasu's Howl, Crunch and Blade of Tsukuyomi moves (though for the latter, his sword has some cosmetic differences).

Stats: 1/3/4/2



Alt Form: Celestial Wolf Form (2000)
Image reference.

Amaterasu takes the wolf form that she was awakened in and spent most of her time with in Nippon, prior to being brought to the Omniverse. In this state she carries her weapons on her back, and her Celestial Brush relocates from her hair to the tip of her tail. Hand-wielded weapons must be held with her maw in this state, but function the same otherwise.

Stats: 1/4/5/1

Note: I have +1 stat boost, hence the total of 11 points.

Howl: Is there a stamina drain or some other downside associated with this? Can you describe how the falloff of effectiveness over the range?

Kami of the Sun: You're missing a stat point here.

Everything else is 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

(01-17-2018, 09:58 AM)Mark Wrote: Blazing Hot Betty: Is there a stamina drain or some other downside attached with the extra effects? You’ll need Debuff as a prereq for the blinding stuff.

Siege Hammer: How big is the head?

Everything else is approved.

Changes in bold, as per usual.

Blazing Hot Betty (Requires: Physical Strength, Ranged, Debuff) 1,200 OM
Blazing Hot Betty is a unique sword, forged from the Everyman's reality-warping powers of CREATIVITY. Rigged together from the remains of a broken lightbulb, a broken wine bottle, and a magnifying glass, it is a standard blade, just over three feet long from pommel to blade point. It is razor sharp, and serves as a solid melee implement, though it is made of glass, and when struck against other weapons it runs the risk of being damage, or breaking altogether. If the blade does break, it can be repairs, though it takes fifteen seconds to do so. In addition, the blade does have a limited supply of power for its added functions, in the form of a battery. When it is drained completely, it takes fifteen seconds to fully recharge it, which requires full concentration though doesn't prohibit moving to avoid getting clobbered, and consumes stamina equivalent to sprinting up a lengthy flight of stairs.

Additional functions of the sword include being able to use the lenses to focus ambient light, heating the blade up to let it deliver an additional punch with its next strike. Focusing the light necessary takes five seconds, and the blade will only remain heated for up to ten seconds, or until a strike is landed, whichever comes first. This doesn't drain from the sword's battery, but does have a small stamina drain attached to it; it's relatively efficient compared to the damage it produces, but overuse will still exhaust the Everyman pretty quickly.

The sword can also convert this energy into a blast of light, focused into a laser. It takes 6 seconds to prepare and focus the necessary power, during which time the Everyman must remain stationary. When fired, this burst of energy is no more than three inches in diameter, and can reach up to 30 meters before fizzling out. It has impressive force, and can be sustained up to three seconds before the charge of power runs out. Firing this laser completely drains the batter of the sword with just one shot, and the recoil tends to make the Everyman stumble a little. On top of that, the laser can only be used with a full battery charge, making it...situational, at best, to try and employ.

As a final note, the sword can be lit up like a regular lightbulb. It can be used to light dark areas, or switched on as a sudden surprise in a fight to catch an opponent offguard, temporarily blinding them and shrouding the blade in light, making it harder to judge where it is to block it properly. The blinding effect is fairly minimal, only lasting for about three seconds -- it's just like suddenly having a lightbulb turned on in your face. From a full charge, the light function can be maintained for up to thirty seconds before the battery is fully drained.

Siege Hammer (Requires: Physical Strength) 300 OM
The crazy result of the Everyman using his reality-warping CREATIVITY powers to combine a battering ram with a lance. The result is a solid metal shaft, about two meters long, topped with a massive hunk of metal and iron shaped like a massive sledgehammer head, with one striking face capped with a metallic ram's head. The entire head is nearly two and a half feet from one striking face to the other, and forms a rough cylindrical shape just a little over a foot in diameter. The weapon is extremely slow and ponderous, taking nearly two full seconds just to wind up for a swing, but it hits like a runaway freight train if it connects. It is extremely heavy and unwieldy, however, and with every swing (even if it hits), the Everyman is left unbalanced and recovering for a full second afterward, during which he is completely open.
[Image: Imperial.png] [Image: 17Champ.png]
Battle Card Reader: (Fodder, 0 OM) 

The Battle Card Reader is something that Warren developed as an experimental prototype for himself that would allow him to access and use a wide range of weapons, without the need to carry them on his person. What this essentially does is turn the "card" into the actual item, when it is read, allowing him to materialize the data of the card, and use it to attack an opponent. So far here are some of the Battle Cards that he has been able to created based off of data obtained from watching Dataverse Videos of certain Primes. 


Mjonir - Rank 1 (Physical Strength, 300 OM, Debuff.) 
After swiping the card through the reader for 1.5 seconds, Warren forms a digital replica of Thor's hammer in his right hand. As shown in the picture, the handle is just long enough to barely fit two hands and a hammerhead with the dimensions of 133x133x219 mm. He may use it for three swings before it dissipates into code, regardless of whether any of them land. A swing is defined as it is in baseball - a full swinging motion, hit or miss, and disregarding any slight preparatory twitches. While using his fists is much more efficient, Warren's Mjolnir is several times stronger than his punches. Plus, it has the added effect of slightly electrocuting the target. As powerful as the hammer is, it is still incredibly heavy (due to the advanced circuitry) and takes a lot of effort to swing. Furthermore, it is quite draining to summon (the math is really complicated). This move has a Battle Card cool down of 1 second, and a general cool down of 4 seconds. The electrical nature of the hammer could short circuit a limb when it impacts a target for about 2 seconds upon use. 

Shadow Cannon - Rank 1:  (Ranged Proficiency, Area Attack.) 
After swiping the card through the reader for 1.5 seconds, Warren forms a cannon made out of materialized data replacing his right hand. This has the same power as an assault rifle would in the Omniverse. Recharging the cannon after each shot takes him a fair amount of time (detailed below.)Due to this, the power of each shot is relatively high compared to that of lower leveled cannons. This takes him 8 seconds to charge up before he can use it. The cannon is also a single shot weapon, and while it can be used while moving around, it cannot be used with other moves. One hand is required to stabilize and aim the cannon when it is in use. This has a range of one hundred feet. The cannon's initial charge up takes Warren 8 seconds in order to perform properly. From there, the cannon must cool off for 15 seconds after each shot. The cannon looks like the image shown below, but in gray, and purple/black. 

The explosion has a 3 foot radius when it hits an opponent. There is less damage on an indirect hit than a direct one. This shoots a beam of dark energy out of the cannon. It's a failed attempt by Warren to recreate the Dark Chips that Nebula used based off of data on the Dataverse about them. 
 
[Image: 47-ItBeginsAgain074.png]

[Image: energy_blast_by_draia436-d4qs4e7.jpg]
Quote:
(01-17-2018, 03:40 AM)Amaterasu Wrote: Ticking off some stuff from my wishlist :frogbon: Not sure if there's too many things to approve in one go though?


Howl (300, requires Area Attack and Debuff Proficiencies)
Image because why not!
A wolf's howl at night reminds adults and children alike of why they are afraid of the dark.

By raising her head skywards and giving a wolfish howl over the course of ~5 seconds during which she stays still, Amaterasu inspires fear in her enemies while raising her own spirits. While the range at which this effects others is fairly high, clocking in at about 100 meters from her in every direction, the effect diminishes with distance simply because opponents don't hear it that well. This diminishment is pretty linear - an opponent at 50 meters would only be debuffed about half as 'hard' as someone standing right next to Amaterasu and at over 90-95 meters the effect becomes negligible. Opponents who are hit with the debuff are reminded of her feral heritage and thus find themselves involuntarily more defensive and easily scared for some 30 seconds, choosing more often to skip the opportunity for an attack or counter in favor of defending themselves. The effect starts off strong and gradually wears off over the duration.
Because of the strain put on Amaterasu's voice she cannot use this more than once per fight. It also puts a moderate stamina drain on her: if she could chain her howls together, about five times in succession would leave her dizzy and breathing heavily from exhaustion.
Fluff: Invigorated by her morale-raising howl, Amaterasu may be more aggressive in battle after performing it.


Crunch (300, requires Physical Strength)
A predator's jaws are simple, but effective.

Amaterasu bites her opponent... yup.
While her teeth are powerful and can inflict painful injuries they have the drawbacks of exposing her head to her opponent as she bites them, of potentially hurting her vulnerable maw/mouth against sharp edges, spikes, scales and other natural or armor-type defenses an opponent has and of straining the jaw muscles if their DEF is too high and meets too much resistance. The risk of contracting diseases through the bite also exists.
For obvious reasons, this move is far less effective in her human form than in wolf form (or any form that does not have predator-type teeth).


Youkai Toma (600, requires Physical Strength, Ranged Proficiency)
A pair of dwarven Ceremonial Axes, repurposed into deadly weapons for short- and long-range combat.
Image reference.

A pair of short axes, each about 50cm long and with a 10cm long blade designed for close-range combat typically dual-wielded. Though they look slightly different from each other - a testament to dwarven craftsmanship where each forged weapon is unique, not assembly line products - they are functionally identical. Their light weight allows for quick and precise attacks and doesn't encumber or tire the user much, but they don't have as much raw force and are somewhat lacking in the defense department. Ten to twelve attacks will tire Amaterasu moderately, double that would have her breathing deeply with exhaustion.
The axes are well balanced and light enough that they can also be thrown, with their effective range being ~20 meters. They can fly up to twice as far but would lack the force to penetrate anything meaningful at that point. As they cannot boomerang back or anything fancy like that they must be retrieved by hand.


T2 Power-Up: Kami of the Sun (1500)
Image reference.
Amaterasu draws upon the power of the sun to empower herself. In this state flame wisps circle around her, though these are harmless. Her hair (or fur) and clothes also flutter around slightly, as if caught in a wind that only affects her.
ATK: +4
DEF: +4
SPD: +1
TEC: +1

T2 Assist: Oki(1500)
Image reference.
Oki, Warrior of the Oina tribe, can come to Amaterasu's aid in his wolf form. Much like she in wolf form, he carries his weapon on his back and can wield it with his maw. He uses Amaterasu's Howl, Crunch and Blade of Tsukuyomi moves (though for the latter, his sword has some cosmetic differences).

Stats: 1/3/4/2


Alt Form: Celestial Wolf Form (2000)
Image reference.

Amaterasu takes the wolf form that she was awakened in and spent most of her time with in Nippon, prior to being brought to the Omniverse. In this state she carries her weapons on her back, and her Celestial Brush relocates from her hair to the tip of her tail. Hand-wielded weapons must be held with her maw in this state, but function the same otherwise.

Stats: 1/4/5/1

Note: I have +1 stat boost, hence the total of 11 points.

Howl: Is there a stamina drain or some other downside associated with this? Can you describe how the falloff of effectiveness over the range?

Kami of the Sun: You're missing a stat point here.

Everything else is approved.

:derp: Maths are hard. Changed Kami of the Sun to give +4 ATK (from +3). For Howl, changes are in bold.
 [Image: Rnk00x5.gif] 
Confusedundoge: Credit & Hugs to Ruby for the sign, and to Guu for the smileys! Confusedundoge:

Hide your chicken nuggers, hide your heads, the Sundoge is coming and she'll hat everyone!
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
This signature is so overloaded...
Torison cannon: 300 OM, requires debuff and ranged


13 takes 5 seconds to morph his arm, or arm-like appendage, into a large circular cannon the colour of bronze. It can only be shot accurately while 13 is standing still. It sends out a bolt, which travels as fast as a bullet, that will trap an opponent, surrounding with blue, glowing rings , that are only there to show that they have been trapped, rotating around the enemy 5 cm or more away from their body. It will deal above average damage and while an opponent is trapped it will deal low amounts of damage as the torison cannon contorts their body parts. In extreme cases, it can snap an enemy's neck or tear off their limbs, such as against a weak secondary or as a finishing move. Because the barrel is heavy and accurately aiming is difficult, an enemy could attack 13's arm and disrupt the shot. It only takes 5 seconds to charge (which counts as it reloading) but if 13 wants it to hit he'll have to spend an extra 10 seconds aiming which will give enemies time to attack him. If he fires at an enemy that is already trapped then it will deal the impact damage but will not deal additional trapping damage or make it last longer. No matter how badly the cannon twists an enemy's limbs, they will always be able to shoot as well as they would be able to while under pain. Someone could phase or teleport out but it will take them more effort than normal. 13 will trap them for 5 seconds for every point of TEC and ATK he has and the enemy will reduce the amount of time they're trapped for by 5 seconds for every point of ATK and TEC.

Mechendrite harness: 300 OM, requires physical prof

13 has two Mechendrites coming out of his shoulder blades. They are 60 cm long metal tubes with an area on the end where different tools will come out depending on the situation. Other than that, they function like normal arms and will take as much damage as 13's normal arms would.
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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(01-17-2018, 10:43 PM)Warren Zimmer Wrote: Battle Card Reader: (Fodder, 0 OM) 

The Battle Card Reader is something that Warren developed as an experimental prototype for himself that would allow him to access and use a wide range of weapons, without the need to carry them on his person. What this essentially does is turn the "card" into the actual item, when it is read, allowing him to materialize the data of the card, and use it to attack an opponent. So far here are some of the Battle Cards that he has been able to created based off of data obtained from watching Dataverse Videos of certain Primes. 


DigiMjonir - Rank 1 (Physical Strength, 300 OM, Debuff.) 
After swiping the card through the reader for 1.5 seconds, Warren forms a digital hammer in his right hand. As shown in the picture, the handle is just long enough to barely fit two hands and a hammerhead with the dimensions of 133x133x219 mm. He may use it for three swings before it dissipates into code, regardless of whether any of them land. A swing is defined as it is in baseball - a full swinging motion, hit or miss, and disregarding any slight preparatory twitches. While using his fists is much more efficient, Warren's Mjolnir is several times stronger than his punches. Plus, it has the added effect of slightly electrocuting the target. As powerful as the hammer is, it is still incredibly heavy (due to the advanced circuitry) and takes a lot of effort to swing. Furthermore, it is quite draining to summon (the math is really complicated). This move has a Battle Card cool down of 1 second, and a general cool down of 4 seconds. The electrical nature of the hammer could short circuit a limb when it impacts a target for about 2 seconds upon use. 

Shadow Cannon - Rank 1:  (Ranged Proficiency, Area Attack.) 
After swiping the card through the reader for 1.5 seconds, Warren forms a cannon made out of materialized data replacing his right hand. This has the same power as an assault rifle would in the Omniverse. Recharging the cannon after each shot takes him a fair amount of time (detailed below.)Due to this, the power of each shot is relatively high compared to that of lower leveled cannons. This takes him 8 seconds to charge up before he can use it. The cannon is also a single shot weapon, and while it can be used while moving around, it cannot be used with other moves. One hand is required to stabilize and aim the cannon when it is in use. This has a range of one hundred feet. The cannon's initial charge up takes Warren 8 seconds in order to perform properly. From there, the cannon must cool off for 15 seconds after each shot. The cannon looks like the image shown below, but in gray, and purple/black. 

The explosion has a 3 foot radius when it hits an opponent. There is less damage on an indirect hit than a direct one. This shoots a beam of dark energy out of the cannon. 
 
[Image: 47-ItBeginsAgain074.png]

[Image: energy_blast_by_draia436-d4qs4e7.jpg]

Bumping this, as it has been over 72 hours.
(01-18-2018, 02:47 AM)13-Jzall Wrote: Torison cannon: 300 OM, requires debuff and ranged


13 takes 5 seconds to morph his arm, or arm-like appendage, into a large circular cannon the colour of bronze. It can only be shot accurately while 13 is standing still. It sends out a bolt, which travels as fast as a bullet, that will trap an opponent, surrounding with blue, glowing rings , that are only there to show that they have been trapped, rotating around the enemy 5 cm or more away from their body. It will deal above average damage and while an opponent is trapped it will deal low amounts of damage as the torison cannon contorts their body parts. In extreme cases, it can snap an enemy's neck or tear off their limbs, such as against a weak secondary or as a finishing move. Because the barrel is heavy and accurately aiming is difficult, an enemy could attack 13's arm and disrupt the shot. It only takes 5 seconds to charge (which counts as it reloading) but if 13 wants it to hit he'll have to spend an extra 10 seconds aiming which will give enemies time to attack him. If he fires at an enemy that is already trapped then it will deal the impact damage but will not deal additional trapping damage or make it last longer. No matter how badly the cannon twists an enemy's limbs, they will always be able to shoot as well as they would be able to while under pain. Someone could phase or teleport out but it will take them more effort than normal. 13 will trap them for 5 seconds for every point of TEC and ATK he has and the enemy will reduce the amount of time they're trapped for by 5 seconds for every point of ATK and TEC.

Mechendrite harness: 300 OM, requires physical prof

13 has two Mechendrites coming out of his shoulder blades. They are 60 cm long metal tubes with an area on the end where different tools will come out depending on the situation. Other than that, they function like normal arms and will take as much damage as 13's normal arms would.

Approved! Although, note on the Mechendrite harness: if you want to use the 'different tools' in combat situations, you will need to get them approved as additions to the move.

(01-21-2018, 07:31 PM)Warren Zimmer Wrote:
(01-17-2018, 10:43 PM)Warren Zimmer Wrote: Battle Card Reader: (Fodder, 0 OM) 

The Battle Card Reader is something that Warren developed as an experimental prototype for himself that would allow him to access and use a wide range of weapons, without the need to carry them on his person. What this essentially does is turn the "card" into the actual item, when it is read, allowing him to materialize the data of the card, and use it to attack an opponent. So far here are some of the Battle Cards that he has been able to created based off of data obtained from watching Dataverse Videos of certain Primes. 


Mjonir - Rank 1 (Physical Strength, 300 OM, Debuff.) 
After swiping the card through the reader for 1.5 seconds, Warren forms a digital replica of Thor's hammer in his right hand. As shown in the picture, the handle is just long enough to barely fit two hands and a hammerhead with the dimensions of 133x133x219 mm. He may use it for three swings before it dissipates into code, regardless of whether any of them land. A swing is defined as it is in baseball - a full swinging motion, hit or miss, and disregarding any slight preparatory twitches. While using his fists is much more efficient, Warren's Mjolnir is several times stronger than his punches. Plus, it has the added effect of slightly electrocuting the target. As powerful as the hammer is, it is still incredibly heavy (due to the advanced circuitry) and takes a lot of effort to swing. Furthermore, it is quite draining to summon (the math is really complicated). This move has a Battle Card cool down of 1 second, and a general cool down of 4 seconds. The electrical nature of the hammer could short circuit a limb when it impacts a target for about 2 seconds upon use. 

Shadow Cannon - Rank 1:  (Ranged Proficiency, Area Attack.) 
After swiping the card through the reader for 1.5 seconds, Warren forms a cannon made out of materialized data replacing his right hand. This has the same power as an assault rifle would in the Omniverse. Recharging the cannon after each shot takes him a fair amount of time (detailed below.)Due to this, the power of each shot is relatively high compared to that of lower leveled cannons. This takes him 8 seconds to charge up before he can use it. The cannon is also a single shot weapon, and while it can be used while moving around, it cannot be used with other moves. One hand is required to stabilize and aim the cannon when it is in use. This has a range of one hundred feet. The cannon's initial charge up takes Warren 8 seconds in order to perform properly. From there, the cannon must cool off for 15 seconds after each shot. The cannon looks like the image shown below, but in gray, and purple/black. 

The explosion has a 3 foot radius when it hits an opponent. There is less damage on an indirect hit than a direct one. This shoots a beam of dark energy out of the cannon. It's a failed attempt by Warren to recreate the Dark Chips that Nebula used based off of data on the Dataverse about them. 
 
[Image: 47-ItBeginsAgain074.png]

[Image: energy_blast_by_draia436-d4qs4e7.jpg]

Bumping this, as it has been over 72 hours.

Battle Card Reader: Approved.

Mjolnir: This would require Mimic and that your character has witnessed Thor's hammer being used in-person.

Shadow Cannon: There is no such data on the Dataverse about Nebula's dark chips, and your character did not participate in Dark Data. It wouldn't really make sense for me to approve this.
[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.
Are my edits to the moves acceptable to get them approved?
Summon Saishu Sasayaki: (300) Physical/debuff proficiency.

Hecate can quickly channel her spiritual energy into her hands giving form to her two daikatana (5.5feet each in length) the blades remain a constant subfreezing temperature allowing wounds inflicted by her swords to freeze the tissue of the cut, slowing down the effected limb depending on the sevarity of the wound, but also preventing the wound from bleeding,this can be used offensively or defensively. The ice melts over time and is refreshed when additional wounds are inflicted in a nearby location. The slow is due to the build up of ice in the muscular structure of the target so the deeper the wound the more effect it has. Starts with a numbing sensation and can progress to a point where moving injured limbs becomes painful and difficult. This ability is low strain on Hecate unless she is forced to resummon her swords more than once
(01-17-2018, 09:14 PM)The Future Warrior Wrote:
(01-17-2018, 09:58 AM)Mark Wrote: Blazing Hot Betty: Is there a stamina drain or some other downside attached with the extra effects? You’ll need Debuff as a prereq for the blinding stuff.

Siege Hammer: How big is the head?

Everything else is approved.

Changes in bold, as per usual.

Blazing Hot Betty (Requires: Physical Strength, Ranged, Debuff) 1,200 OM
Blazing Hot Betty is a unique sword, forged from the Everyman's reality-warping powers of CREATIVITY. Rigged together from the remains of a broken lightbulb, a broken wine bottle, and a magnifying glass, it is a standard blade, just over three feet long from pommel to blade point. It is razor sharp, and serves as a solid melee implement, though it is made of glass, and when struck against other weapons it runs the risk of being damage, or breaking altogether. If the blade does break, it can be repairs, though it takes fifteen seconds to do so. In addition, the blade does have a limited supply of power for its added functions, in the form of a battery. When it is drained completely, it takes fifteen seconds to fully recharge it, which requires full concentration though doesn't prohibit moving to avoid getting clobbered, and consumes stamina equivalent to sprinting up a lengthy flight of stairs.

Additional functions of the sword include being able to use the lenses to focus ambient light, heating the blade up to let it deliver an additional punch with its next strike. Focusing the light necessary takes five seconds, and the blade will only remain heated for up to ten seconds, or until a strike is landed, whichever comes first. This doesn't drain from the sword's battery, but does have a small stamina drain attached to it; it's relatively efficient compared to the damage it produces, but overuse will still exhaust the Everyman pretty quickly.

The sword can also convert this energy into a blast of light, focused into a laser. It takes 6 seconds to prepare and focus the necessary power, during which time the Everyman must remain stationary. When fired, this burst of energy is no more than three inches in diameter, and can reach up to 30 meters before fizzling out. It has impressive force, and can be sustained up to three seconds before the charge of power runs out. Firing this laser completely drains the batter of the sword with just one shot, and the recoil tends to make the Everyman stumble a little. On top of that, the laser can only be used with a full battery charge, making it...situational, at best, to try and employ.

As a final note, the sword can be lit up like a regular lightbulb. It can be used to light dark areas, or switched on as a sudden surprise in a fight to catch an opponent offguard, temporarily blinding them and shrouding the blade in light, making it harder to judge where it is to block it properly. The blinding effect is fairly minimal, only lasting for about three seconds -- it's just like suddenly having a lightbulb turned on in your face. From a full charge, the light function can be maintained for up to thirty seconds before the battery is fully drained.

Siege Hammer (Requires: Physical Strength) 300 OM
The crazy result of the Everyman using his reality-warping CREATIVITY powers to combine a battering ram with a lance. The result is a solid metal shaft, about two meters long, topped with a massive hunk of metal and iron shaped like a massive sledgehammer head, with one striking face capped with a metallic ram's head. The entire head is nearly two and a half feet from one striking face to the other, and forms a rough cylindrical shape just a little over a foot in diameter. The weapon is extremely slow and ponderous, taking nearly two full seconds just to wind up for a swing, but it hits like a runaway freight train if it connects. It is extremely heavy and unwieldy, however, and with every swing (even if it hits), the Everyman is left unbalanced and recovering for a full second afterward, during which he is completely open.

Very nice. Approved.

(01-18-2018, 02:11 AM)Amaterasu Wrote:
Quote:
(01-17-2018, 03:40 AM)Amaterasu Wrote: Ticking off some stuff from my wishlist :frogbon: Not sure if there's too many things to approve in one go though?


Howl (300, requires Area Attack and Debuff Proficiencies)
Image because why not!
A wolf's howl at night reminds adults and children alike of why they are afraid of the dark.

By raising her head skywards and giving a wolfish howl over the course of ~5 seconds during which she stays still, Amaterasu inspires fear in her enemies while raising her own spirits. While the range at which this effects others is fairly high, clocking in at about 100 meters from her in every direction, the effect diminishes with distance simply because opponents don't hear it that well. This diminishment is pretty linear - an opponent at 50 meters would only be debuffed about half as 'hard' as someone standing right next to Amaterasu and at over 90-95 meters the effect becomes negligible. Opponents who are hit with the debuff are reminded of her feral heritage and thus find themselves involuntarily more defensive and easily scared for some 30 seconds, choosing more often to skip the opportunity for an attack or counter in favor of defending themselves. The effect starts off strong and gradually wears off over the duration.
Because of the strain put on Amaterasu's voice she cannot use this more than once per fight. It also puts a moderate stamina drain on her: if she could chain her howls together, about five times in succession would leave her dizzy and breathing heavily from exhaustion.
Fluff: Invigorated by her morale-raising howl, Amaterasu may be more aggressive in battle after performing it.


Crunch (300, requires Physical Strength)
A predator's jaws are simple, but effective.

Amaterasu bites her opponent... yup.
While her teeth are powerful and can inflict painful injuries they have the drawbacks of exposing her head to her opponent as she bites them, of potentially hurting her vulnerable maw/mouth against sharp edges, spikes, scales and other natural or armor-type defenses an opponent has and of straining the jaw muscles if their DEF is too high and meets too much resistance. The risk of contracting diseases through the bite also exists.
For obvious reasons, this move is far less effective in her human form than in wolf form (or any form that does not have predator-type teeth).


Youkai Toma (600, requires Physical Strength, Ranged Proficiency)
A pair of dwarven Ceremonial Axes, repurposed into deadly weapons for short- and long-range combat.
Image reference.

A pair of short axes, each about 50cm long and with a 10cm long blade designed for close-range combat typically dual-wielded. Though they look slightly different from each other - a testament to dwarven craftsmanship where each forged weapon is unique, not assembly line products - they are functionally identical. Their light weight allows for quick and precise attacks and doesn't encumber or tire the user much, but they don't have as much raw force and are somewhat lacking in the defense department. Ten to twelve attacks will tire Amaterasu moderately, double that would have her breathing deeply with exhaustion.
The axes are well balanced and light enough that they can also be thrown, with their effective range being ~20 meters. They can fly up to twice as far but would lack the force to penetrate anything meaningful at that point. As they cannot boomerang back or anything fancy like that they must be retrieved by hand.


T2 Power-Up: Kami of the Sun (1500)
Image reference.
Amaterasu draws upon the power of the sun to empower herself. In this state flame wisps circle around her, though these are harmless. Her hair (or fur) and clothes also flutter around slightly, as if caught in a wind that only affects her.
ATK: +4
DEF: +4
SPD: +1
TEC: +1

T2 Assist: Oki(1500)
Image reference.
Oki, Warrior of the Oina tribe, can come to Amaterasu's aid in his wolf form. Much like she in wolf form, he carries his weapon on his back and can wield it with his maw. He uses Amaterasu's Howl, Crunch and Blade of Tsukuyomi moves (though for the latter, his sword has some cosmetic differences).

Stats: 1/3/4/2


Alt Form: Celestial Wolf Form (2000)
Image reference.

Amaterasu takes the wolf form that she was awakened in and spent most of her time with in Nippon, prior to being brought to the Omniverse. In this state she carries her weapons on her back, and her Celestial Brush relocates from her hair to the tip of her tail. Hand-wielded weapons must be held with her maw in this state, but function the same otherwise.

Stats: 1/4/5/1

Note: I have +1 stat boost, hence the total of 11 points.

Howl: Is there a stamina drain or some other downside associated with this? Can you describe how the falloff of effectiveness over the range?

Kami of the Sun: You're missing a stat point here.

Everything else is approved.

:derp: Maths are hard. Changed Kami of the Sun to give +4 ATK (from +3). For Howl, changes are in bold.

Merveilleux. Good to go.

(01-22-2018, 06:31 PM)Hecate Rothchild Wrote: Summon Saishu Sasayaki: (300) Physical/debuff proficiency.

Hecate can quickly channel her spiritual energy into her hands giving form to her two daikatana (5.5feet each in length) the blades remain a constant subfreezing temperature allowing wounds inflicted by her swords to freeze the tissue of the cut, slowing down the effected limb depending on the sevarity of the wound, but also preventing the wound from bleeding,this can be used offensively or defensively. The ice melts over time and is refreshed when additional wounds are inflicted in a nearby location. The slow is due to the build up of ice in the muscular structure of the target  so the deeper the wound the more effect it has. Starts with a numbing sensation and can progress to a point where moving injured limbs becomes painful and difficult. This ability is low strain on Hecate unless she is forced to resummon her swords more than once

How long does the debuff last? It would have to be pretty short in duration if you want it to have a strong effect with a low stamina drain.
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

Quote:Moves scrapped. 


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