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Official Move Approval III
Tyrannosaur Jaws (300) - The legendary crushing power and razor sharp teeth of the Tyrannosaur Rex. The main source of Grimlock's fearsome prowess, his jaw is capable of crushing and ripping into enemy defenses and obstacles. Coupled with his Claws, and Armored Tail, his set of razor sharp teeth makes up only one part of his prehistoric fighting form. When a T-Rex bites it's prey it does so with the intent on ripping it limb from limb or otherwise bringing it down.
Energon Core Purge -- (Requires Ranged Proficiency) By rapidly driving the temperature of his internal core past it's limits, Grimlock can expel a roar of fire in a flamethrower like manor at his enemy in a thirty foot wide cone in front of him to a range of about two hundred feet. The energy required to unleash the blast of flame takes just less than two seconds to generate causing the torso of Grimlock's Tyrannosaur form to glow red before it is expelled through specialized vents in his throat. The attack is only capable of being used in bursts and Grimlock cannot sustain the flame for more than a few seconds; until the excess heat around his core is purged.
Whakatio Tere (300 OM, Ranged Proficiency, Ranged Materialize Proficiency)

Kopaka channels the elemental power lf ice into his blade for one second before thrusting it forward, causing a gleaming beam of white-blue power to burst from the tip in a straight line. Wherever the beam impacts, a three foot wide sheet of spiked ice forms, usually causing opponents to slip and fall, potentially also cutting themselves on the frozen spines.
C O L D
Relativity Shift [Tier 1 Power-Up] (1000 OM, requires Time Manipulation)

Nealaphh accelerates its movement through the fabric of time, causing the rest of the world to relativistically move in slow motion. This allows Nealaphh to appear as though it is moving more quickly, and since any kinetic force that is projected at a relativistically higher speed than normal time in a given area will inherently have more energy than usual, this means that Nealaphh's attacks hit with more force as well. In addition, the extra seconds Nealaphh has to react to any given event give the god-mind extra time to focus on its tasks.

ATK: +2
DEF: -
SPD: +2
TEC: +1
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
Rocket Punch (Requires Physical Strength, Ranged Proficiency, Survival, Ferromagnetic Manipulation)

Proto Man fires his own fist at an opponent, which can travel roughly 15 meters before the momentum wears off. The power is close to that of the Proto Buster Shotgun mode from close up (ie - real surious), but the force drops off the further the fist travels before finding a target. After impact, Proto Man can magnetically retract the fist, but this requires him to not be distracted by other stuff. This can be especially difficult in the target is further away or if the fist is knocked away after or before impact. There is also always the risk that the limb could be badly damaged or lost in a giant fracas, which would require him to regenerate the injury post-battle.

I think this would be 300 OM?

Reference Image
[Image: proto.jpg][Image: DAHost.png]
Dante's Abyss 2015
Host
Hyper Mode (Tier 1 Power-Up)
ATK+2
DEF+2
SPD+1

Samus's suit surges with blue energy, blue lines appearing across its surface. Her combat abilities are boosted dramatically while in this state.
[Image: 0bwAI3j.jpg]
Gilgamesh Wrote:
King Axorn Wrote:Dragonsbane: (600) (Physical Strength, Ranged Proficiency, Remote Control Proficiency)
Dragonsbane is a powerful gunblade created by Axorn with a moderate weight. It can either be used for melee attacks or can have a sharp crystal fired from the tip which, after activated from a long period of concentration (About 7 seconds), will create an explosion of fire, thus burning anything flammable within it's 3cm radius before the crystal disintegrates. The sword can only hold 12 crystals at a time, and has a large recoil, forcing the user to plant their feet before firing if they don't want to fall over.

Made a quick fix to that one, and...

Holy Fire (300) (Requires Ranged Proficiency): Axorn breathes out a 3 inch diameter flamethrower-like blast of hot fire which can, if the victim is willing, purify them, clearing all dark thoughts from the person and leave them with a clear conscience. But, dark thoughts can still return to the person's mind although they take longer to manifest themselves. Axorn can, at the end of a battle that he has won, use this if the person is willing to give them a second chance. This coincidentally, always has an effect on Axorn, keeping his mind clear of dark thoughts and preventing corruption of any kind.

Clarified this one


Dragonsbane Approved and the second one I stick with my verdict of Telepathy but I asked for a second's person opinion on it and I'll get back to this move as soon as I hear a reply.

Gilgamesh is correct. Anything altering the flow of thoughts requires the Telepathy, even if it leans more toward fodder-based.

Vincent Valentine Wrote:
Gilgamesh Wrote:
Kakashi Hatake Wrote:Shadow Clone Technique (Requires Remote Control Proficiency) (300 OM)
By concentrating one's chakra, this technique allows the user to create corporeal duplicates of themself. The clones are nearly indistinguishable from the original, only those with heightened senses* being able to see through the rouse. These copies carry out the user's wishes and are dispelled either at the caster's whim or after taking enough damage (many small blows or one very strong one; any 'Move' would suffice), disappearing in a puff of smoke. This technique is not so much used to overpower an enemy as it is to confuse an enemy and allow an opening to strike. As this attack divides the user's chakra equally among all clones and the user, no more than a handful can be summoned at a time** without draining the user's reserves significantly. Clones may use the user's moves, though this drains the user as if the original were using it. ***

* I'm always unsure if this would need a high TEC, Insight, Enhanced Senses or some combination; what would be the best wording here?
** I don't foresee ever needing to summon more than one at a time, but would adding the ability to cast more than one ratchet up the cost? Or would the 'incrementally more draining' thing cover the advantage?
*** This last bit can be removed if it's too over-powered.

I'm going to link you this because there is a question on clones that is explained at the bottom.

Yeah, I was going off of that when writing the move up. They're controlled by the caster (hence remote control prof.) and poof after a strong strike (so not useful as an assist). Is it incorrect the way it is?

• This would also require the Ranged Materialize Proficiency if you plan to summon these clones at a distance.

• The clones may only serve a single purpose before vanishing on their own, even if they are not damaged. Enabling them to Attack or Defend before dispersing will cost 600 OM.

• You must choose a concrete number of clones that will be summoned. If you can summon a variable number of them (I would limit it to 5 maximum), this will cost an additional 300 OM.

• Clones may not utilize the summoner's movepool unless it's an actual Assist.

Mickey Mouse Wrote:
Gilgamesh Wrote:Assist Approved
Roar-I'm not sure if the level criteria is appropriate. Can you switch it over to something else?
For the other two moves you won't need them. You will need a move for claws however and/or teeth if you want them.

Yeah. What about lower TEC than Mickey and/or Simba?

Claws: Given that he's a lion, Simba has claws on his front paws that he uses as his main means of attack. He is very clumsy and uncoordinated with his attacks, however they do pack quite a punch when he actually manages to get a hit in. A quick enemy can dodge these rather easily, however. (300 OM)

Teeth: When Simba manages to get an enemy in close quarters, he attempts to bite them, as lions often do with his prey. These teeth are sharp and can be very painful if you happen to get stuck in the wrong spot when he closes up his jaw. (300 OM)

Roar: Approved at 300 OM with the Debuff Proficiency and caveat of the enemy requiring lower TEC.

Claws: Approved at 300 OM.

Teeth: Approved at 300 OM.

Retane Wrote:Brave Sword- Tapions sword and the symbold of The Horsemen. Given to Retane by his old comrade, it can only be used and wielded by a Horsemen. If another, not a part of The Horsemen tries to use it, their grip will be repelled. Usually it will sit in the entrance hall of Jade Reckoning, the base in the Tangled Green. Any Horsemen that purchaces this can summon the sword to themselves instantly to be strapped at their back, as long as it's not in use by another. The blade itself is nothing more then a weapon, and it's design can change to the weilder's choice.

• Approved, though anyone who wishes to use this must purchase the move themselves.

Gildarts Wrote:(I've been waiting a while to submit this one)

Detonate (an ‘invisible’ punch..)300 OM
(offensive: requires physical strength, ranged prof. and Stealth )

(Now that I look at it, it may need homing )

Gildarts concentrates his energy on his good arm and then condenses the energy to the edges of his knuckles. There is no charge up time for this as after he plants his punch, the arrack charges on the enemy. Then he lands a punch. The consequential blow of the punch seems to evaporate around the very force of its momentum, and a surprised foe wouldn’t even feel the physical impact of his fist - at least not right away...

Detonate is a move first landed and then after a complete minute has passed the strength of effect will be felt as a detonating charge of energy on the enemy.

Gildarts lands the punch and the foe continues to battle as though nothing had happened, probably thinking ‘this guy’s not so tough, didn’t even stop me in my tracks.. I didn’t even feel his punch, what was he throwing? AIR?’ meanwhile the impact saturates and charges on the enemy.

After a complete minute has passed, the planted attack on the foe finally takes effect. In the same area as where the punch landed, suddenly a massive force expands around the ‘imprinted’ area in a one foot diameter (the impression, which shows little trace of its existence on the person, is a small and nearly undetectable plant of energy that is invisible until activated or the minute is up. As it charges, an enemy with keen eyes could spot it and feel it. When it is spotted by a user with enhanced senses, it will loose half of its power.

When it is able to charge fully it will release an explosion against the foe in an astonishingly dense display of energy.

The burning gravitational/ crash energy crashes with a great collision as the foe is launched off his feet - due to the unexpectedness of the sensation - and because of this pseudo location in the chest, the wind was knocked from the enemy's lungs. The foe feels like a train has steamrolled him as the condensed energy crushed into his ribs and causes him to collapse.

Drawbacks: When an enemy notices the impression of energy that remains, it is less effective and half of its power/impact is immediately is lost and dissipates, that is why he uses it during beginning or middle parts of the action when a foe may not notice a punches ineffectiveness as they are caught up in the barrage of battle.

For an enemy to abolish the planted move from their person: As I said about the less effective point above, if a person notices the move it will be less effective. If a person realizes that the plant is there, he may remove the energy and it will form as a ball in their grasp, remove it and throw it away, or brush it off and into the ground.

If the person has armor or a shield they like to use, they can discard the armor piece until the detonation has exploded. (This also applies to clothing).

______________________________


T2 power up: (1,500 OM)

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

Description: (picture not available as the photographer died when he got too close and the camera was obliterated at the same time *smh* pretty much the reason why he's a wanderer)

Gildarts thrived during battle and when faced with formidable foes he becomes the embodiment of a powerful adversary. Rock crumbles at his feet and the air quivers in his wake. Magic spews DBZ style and his hair flushes up while his body becomes a shadow against the bright aura of energy. Only slanted eyes of crimson rage can be seen through the surge of energy that is released from him on command. (During this form Gildarts feels an increase of speed, which helps him land blows and hone in on his ultimate battle technique.)

Should you live to see it, perhaps you will bow at his feet in fear!

[spoiler][Image: 0XTaWLA.gif][/spoiler]

Detonate: Requires either the Remote Control Proficiency or Homing Proficiency as well, depending on how you wish to justify maintaining the energy upon the affected person. Since they're both the same cost, I'll let you decide.

T2 Power-Up: Approved at 1500 OM.


Grimlock Wrote:Tyrannosaur Jaws (300) - The legendary crushing power and razor sharp teeth of the Tyrannosaur Rex. The main source of Grimlock's fearsome prowess, his jaw is capable of crushing and ripping into enemy defenses and obstacles. Coupled with his Claws, and Armored Tail, his set of razor sharp teeth makes up only one part of his prehistoric fighting form. When a T-Rex bites it's prey it does so with the intent on ripping it limb from limb or otherwise bringing it down.

• Approved at 300 OM. However, please bear in mind that Claws and Armored Tail will require separate moves.


Grimlock Wrote:Energon Core Purge -- (Requires Ranged Proficiency) By rapidly driving the temperature of his internal core past it's limits, Grimlock can expel a roar of fire in a flamethrower like manor at his enemy in a thirty foot wide cone in front of him to a range of about two hundred feet. The energy required to unleash the blast of flame takes just less than two seconds to generate causing the torso of Grimlock's Tyrannosaur form to glow red before it is expelled through specialized vents in his throat. The attack is only capable of being used in bursts and Grimlock cannot sustain the flame for more than a few seconds; until the excess heat around his core is purged.

• Requires Area Attack proficiency as well as Ranged.


Kopaka Wrote:Whakatio Tere (300 OM, Ranged Proficiency, Ranged Materialize Proficiency)

Kopaka channels the elemental power lf ice into his blade for one second before thrusting it forward, causing a gleaming beam of white-blue power to burst from the tip in a straight line. Wherever the beam impacts, a three foot wide sheet of spiked ice forms, usually causing opponents to slip and fall, potentially also cutting themselves on the frozen spines.

• Causing enemies to slip and fall will require Debuff Proficiency.


Nealaphh Wrote:Relativity Shift [Tier 1 Power-Up] (1000 OM, requires Time Manipulation)

Nealaphh accelerates its movement through the fabric of time, causing the rest of the world to relativistically move in slow motion. This allows Nealaphh to appear as though it is moving more quickly, and since any kinetic force that is projected at a relativistically higher speed than normal time in a given area will inherently have more energy than usual, this means that Nealaphh's attacks hit with more force as well. In addition, the extra seconds Nealaphh has to react to any given event give the god-mind extra time to focus on its tasks.

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

• Approved at 1000 OM


Proto Man Wrote:Rocket Punch (Requires Physical Strength, Ranged Proficiency, Survival, Ferromagnetic Manipulation)

Proto Man fires his own fist at an opponent, which can travel roughly 15 meters before the momentum wears off. The power is close to that of the Proto Buster Shotgun mode from close up (ie - real surious), but the force drops off the further the fist travels before finding a target. After impact, Proto Man can magnetically retract the fist, but this requires him to not be distracted by other stuff. This can be especially difficult in the target is further away or if the fist is knocked away after or before impact. There is also always the risk that the limb could be badly damaged or lost in a giant fracas, which would require him to regenerate the injury post-battle.

I think this would be 300 OM?

Reference Image

• Approved at 300 OM.


Samus Aran Wrote:Hyper Mode (Tier 1 Power-Up)
ATK+2
DEF+2
SPD+1

Samus's suit surges with blue energy, blue lines appearing across its surface. Her combat abilities are boosted dramatically while in this state.

• Approved at 1000 OM.
[Image: giphy.gif]
King Axorn Wrote:Holy Fire (300) (Requires Ranged Proficiency): Axorn breathes out a 3 inch diameter flamethrower-like blast of hot fire which can, if the victim is willing, purify them, clearing all dark thoughts from the person and leave them with a clear conscience. But, dark thoughts can still return to the person's mind although they take longer to manifest themselves. Axorn can, at the end of a battle that he has won, use this if the person is willing to give them a second chance. This coincidentally, always has an effect on Axorn, keeping his mind clear of dark thoughts and preventing corruption of any kind.
"Preventing corruption of any kind" sounds like godmoding. Putting something like "protecting him from corruption" would be fine for RP flavour.
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!
Holy Fire (300) (Requires Ranged Proficiency, Telepathy): Axorn breathes out a 3 inch diameter flamethrower-like blast of hot fire which can, if the victim is willing, purify them, clearing all dark thoughts from the person and leave them with a clear conscience. But, dark thoughts can still return to the person's mind although they take longer to manifest themselves. Axorn can, at the end of a battle that he has won, use this if the person is willing to give them a second chance. This coincidentally, always has an effect on Axorn, keeping his mind clear of dark thoughts and protecting him from corruption.

There, fixed it...
[Image: Axorn_zpsiipqunna.png]

"If you truly want to save the world, you'll need to withstand it's flames."
So, until I decide to buy telepathy...

I have this...

Controlled Fire (600) (Requires Ranged Proficiency, Remote Control Proficiency): Axorn breathes out a 3 inch diameter flamethrower-like blast of hot fire which can, if Axorn wishes, can be changed to any temperature at which a fire is possible.
[Image: Axorn_zpsiipqunna.png]

"If you truly want to save the world, you'll need to withstand it's flames."
Monkey D. Luffy Wrote:
Kakashi Hatake Wrote:Shadow Clone Technique (Requires Remote Control Proficiency) (300 OM)
By concentrating one's chakra, this technique allows the user to create corporeal duplicates of themself. The clones are nearly indistinguishable from the original, only those with heightened senses* being able to see through the rouse. These copies carry out the user's wishes and are dispelled either at the caster's whim or after taking enough damage (many small blows or one very strong one; any 'Move' would suffice), disappearing in a puff of smoke. This technique is not so much used to overpower an enemy as it is to confuse an enemy and allow an opening to strike. As this attack divides the user's chakra equally among all clones and the user, no more than a handful can be summoned at a time** without draining the user's reserves significantly. Clones may use the user's moves, though this drains the user as if the original were using it. ***

* I'm always unsure if this would need a high TEC, Insight, Enhanced Senses or some combination; what would be the best wording here?
** I don't foresee ever needing to summon more than one at a time, but would adding the ability to cast more than one ratchet up the cost? Or would the 'incrementally more draining' thing cover the advantage?
*** This last bit can be removed if it's too over-powered.

• This would also require the Ranged Materialize Proficiency if you plan to summon these clones at a distance.

• The clones may only serve a single purpose before vanishing on their own, even if they are not damaged. Enabling them to Attack or Defend before dispersing will cost 600 OM.

• You must choose a concrete number of clones that will be summoned. If you can summon a variable number of them (I would limit it to 5 maximum), this will cost an additional 300 OM.

• Clones may not utilize the summoner's movepool unless it's an actual Assist.

Thanks Luffy for the clarification. I'm not too interested in the clones defending, they're more there for the whole "you thought you killed me but it was my clone lol". As for the moves, I kinda knew that'd be a no =P; would I instead be able to have the clones appear to be using my moves, but never actually deal damage (beyond the damage they'd do by punching/kicking)? I don't care so much about overpowering anyone with clones as much as I'd want realistic proxies.

Would this form be acceptable? :

Shadow Clone Technique (Requires Remote Control Proficiency) (600 OM)
By concentrating one's chakra, this technique allows the user to create corporeal duplicates of themself. The clones are created immediately in the caster's vicinity and are nearly indistinguishable from the original; only those with heightened senses* being able to see through the rouse. These copies carry out the user's wishes, attacking his foe before being dispelled a short time later, disappearing in a puff of smoke. This technique is not so much used to overpower an enemy as it is to confuse an enemy and allow an opening to strike. As this attack divides the user's chakra equally among all clones and the user, no more than a handful can be summoned at a time (capped at 5, though not normally more than 3) without draining the user's reserves significantly.

Also, would I be able to keep the part about the clones being hard to tell from the original? I wasn't sure what that would require in terms of powers or TEC or whatever.
[float=left][Image: mokugakure.png][/float]
[Image: iVYCKow.jpg] [float=right][Image: HeroesGraveyard.png][/float]

King Axorn Wrote:So, until I decide to buy telepathy...

I have this...

Controlled Fire (600) (Requires Ranged Proficiency, Remote Control Proficiency): Axorn breathes out a 3 inch diameter flamethrower-like blast of hot fire which can, if Axorn wishes, can be changed to any temperature at which a fire is possible.

• Alrighty, being able to adjust the temperature borders on the cusp of variable. However, I'll price it at 300 since regardless of temp, it simply damages the enemy and doesn't burn them (leaving burning affliction would require Debuff for future reference). Approved at 300 OM!

Kakashi Hatake Wrote:
Monkey D. Luffy Wrote:
Kakashi Hatake Wrote:Shadow Clone Technique (Requires Remote Control Proficiency) (300 OM)
By concentrating one's chakra, this technique allows the user to create corporeal duplicates of themself. The clones are nearly indistinguishable from the original, only those with heightened senses* being able to see through the rouse. These copies carry out the user's wishes and are dispelled either at the caster's whim or after taking enough damage (many small blows or one very strong one; any 'Move' would suffice), disappearing in a puff of smoke. This technique is not so much used to overpower an enemy as it is to confuse an enemy and allow an opening to strike. As this attack divides the user's chakra equally among all clones and the user, no more than a handful can be summoned at a time** without draining the user's reserves significantly. Clones may use the user's moves, though this drains the user as if the original were using it. ***

* I'm always unsure if this would need a high TEC, Insight, Enhanced Senses or some combination; what would be the best wording here?
** I don't foresee ever needing to summon more than one at a time, but would adding the ability to cast more than one ratchet up the cost? Or would the 'incrementally more draining' thing cover the advantage?
*** This last bit can be removed if it's too over-powered.

• This would also require the Ranged Materialize Proficiency if you plan to summon these clones at a distance.

• The clones may only serve a single purpose before vanishing on their own, even if they are not damaged. Enabling them to Attack or Defend before dispersing will cost 600 OM.

• You must choose a concrete number of clones that will be summoned. If you can summon a variable number of them (I would limit it to 5 maximum), this will cost an additional 300 OM.

• Clones may not utilize the summoner's movepool unless it's an actual Assist.

Thanks Luffy for the clarification. I'm not too interested in the clones defending, they're more there for the whole "you thought you killed me but it was my clone lol". As for the moves, I kinda knew that'd be a no =P; would I instead be able to have the clones appear to be using my moves, but never actually deal damage (beyond the damage they'd do by punching/kicking)? I don't care so much about overpowering anyone with clones as much as I'd want realistic proxies.

Would this form be acceptable? :

Shadow Clone Technique (Requires Remote Control Proficiency) (600 OM)
By concentrating one's chakra, this technique allows the user to create corporeal duplicates of themself. The clones are created immediately in the caster's vicinity and are nearly indistinguishable from the original; only those with heightened senses* being able to see through the rouse. These copies carry out the user's wishes, attacking his foe before being dispelled a short time later, disappearing in a puff of smoke. This technique is not so much used to overpower an enemy as it is to confuse an enemy and allow an opening to strike. As this attack divides the user's chakra equally among all clones and the user, no more than a handful can be summoned at a time (capped at 5, though not normally more than 3) without draining the user's reserves significantly.

Also, would I be able to keep the part about the clones being hard to tell from the original? I wasn't sure what that would require in terms of powers or TEC or whatever.

• Yep, just add in that the enemy will have trouble distinguishing the real one from clones so long as ther TEC is lower than Vincent's. With that, I Approve at 600 OM!
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Quote: "I'll let you decide."

@Luffy I would prefer remote control (I had already planned to buy it,) homing seems just too OP for me. (And no, not one piece :c)

Do you mind if I buy it with the move or should I fill out two separate logs?
[Image: -Gildarts-fairy-tail-35651033-300-180.gif]
"I have never met a strong person with an easy past." -Atticus
Gildarts Wrote:
Quote: "I'll let you decide."

@Luffy I would prefer remote control (I had already planned to buy it,) homing seems just too OP for me. (And no, not one piece :c)

Do you mind if I buy it with the move or should I fill out two separate logs?

That's fine, you can just include both purchases within the same log.
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Monkey D. Luffy Wrote:
Gildarts Wrote:
Quote: "I'll let you decide."

@Luffy I would prefer remote control (I had already planned to buy it,) homing seems just too OP for me. (And no, not one piece :c)

Do you mind if I buy it with the move or should I fill out two separate logs?

That's fine, you can just include both purchases within the same log.

Thanks for the help. Will it be considered variable because of the charge up time? It does not have multiple levels of strength except for the 1/2 inclusion.
[Image: -Gildarts-fairy-tail-35651033-300-180.gif]
"I have never met a strong person with an easy past." -Atticus
Nah, it would only be considered variable if you could execute either an uncharged OR charged version.
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Rush Adapter (Tier 2 Powered Up Form) - 1500 OM

ATK: 8
DEF: 5
SPD: 5
TEC: 4

Image - <!-- m --><a class="postlink" href="http://images1.wikia.nocookie.net/__cb20100827034146/megaman/images/4/4d/JetMegaMan.jpg">http://images1.wikia.nocookie.net/__cb2 ... egaMan.jpg</a><!-- m -->
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Dante's Abyss 2015
Host
Proto Man Wrote:Rush Adapter (Tier 2 Powered Up Form) - 1500 OM

ATK: 8
DEF: 5
SPD: 5
TEC: 4

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. . . Bruh. Those stats. GTFO.

Approved at 1500
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The Swarm Tier 1 Assist
ATK: 2
DEF: 2
SPD: 1
TEC: 0

Dark words tumble out of Okor's infected maw, the words themselves a stain upon reality. What follows, however, makes them pale in comparison. A great buzzing emanates from Okor's ravaged form, as his passengers assault those who would harm their host. Flies the size of fingers burst from pustules along his armour and skin, maggots gnaw their way through his paper-thin skin, and arachnids crawl from every opening they can find. This swarm has one purpose: To consume. All beings within 5 meters of Okor are caught in the center of this maelstrom of malignancy, as unending tides of vermin tear at their flesh. This makes combat rather difficult, and weak-willed foes will have the rather reasonable compulsion to remove the horde from this skin. Okor is largely indiscernible in this morass, and many projectiles fired will be absorbed by this swarm.

However, the swarm is easily dispatched by Area Attacks. They have an instinctual fear of fire, and will return to their host, in the event flames make their presence known.
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Okor Wrote:The Swarm Tier 1 Assist
ATK: 2
DEF: 2
SPD: 1
TEC: 0

Dark words tumble out of Okor's infected maw, the words themselves a stain upon reality. What follows, however, makes them pale in comparison. A great buzzing emanates from Okor's ravaged form, as his passengers assault those who would harm their host. Flies the size of fingers burst from pustules along his armour and skin, maggots gnaw their way through his paper-thin skin, and arachnids crawl from every opening they can find. This swarm has one purpose: To consume. All beings within 5 meters of Okor are caught in the center of this maelstrom of malignancy, as unending tides of vermin tear at their flesh. This makes combat rather difficult, and weak-willed foes will have the rather reasonable compulsion to remove the horde from this skin. Okor is largely indiscernible in this morass, and many projectiles fired will be absorbed by this swarm.

However, the swarm is easily dispatched by Area Attacks. They have an instinctual fear of fire, and will return to their host, in the event flames make their presence known.

Power-Ups serve solely to improve one's abilities. They cannot be used to directly harm any individual.
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