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Flaming Skull - Shang launches a fiery skull from his palms. The skull erupts with concussive force on contact and singing the surrounding surfaces, making this more akin to a ki attack than a fireball. If the situation calls for it, the projectile can be launched with speed equivalent to a gun, although Shang prefers to use it at closer ranges to maximize the terror aspect of someone hurtling a flaming, open-mouthed skull at your face. (300 OM)
Surprise Skull - With a series of rapid gestures, Shang can shoot a flaming skull from a surface that is not his palms, usually up from the floor to a wall. Other than making it easier to surprise foes before or during combat, this is functionally identical to the normal variety. (300 OM)
Jian - A Chinese double-edged straight sword, usually wielded with one hand. Shang prefers to fight with his hands and feet, but he is nevertheless skilled with the jian, as it blends well with his training in the Snake style of martial arts. (300 OM)
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As the proficiencies have now been changed and the previous topic is at 10 pages, it seems prudent to start a new topic. Post your moves!
When writing more unusual moves, try to be as descriptive as possible. How is the move performed? What does it look like? How does it feel to get hit with it? This helps a lot when you're roleplaying someone else's character and moves. See the following checklist from the Moves Rules for ideas of what you'll need to include in the description.
Quote:• How powerful is it? Does it have a wide area of effect, or multiple projectiles? How big is the weapon? What size are the projectiles?
• Is it instantaneous, or quick to use? Or is it slow?
• Is it difficult to aim? Must it be aimed at all?
• Can the user move around or do other things while using the move, or must they be stationary?
• Does the user have to keep their focus on the move, or is it 'fire and forget'?
• Does it have effects that linger after the user is no longer performing the move? If so, how long do they last?
• What does it look like? How is it performed? How does it feel to get hit with it?
• Is the move variable, or does it have a fixed method of use?
To figure out what proficiencies you'll need to purchase a move, use this quick checklist:
Is it melee-based? If so, you'll need the Physical Strength proficiency.
Does it attack at range? If yes, you'll need the Ranged Proficiency.
Is the target area big enough to hit more than one target? Can it miss and still do damage from 'splash' damage? If yes, you'll need the Area Attack Proficiency.
Is it a shield which covers an entire person, or larger still? If so, you'll need the Area Shield Proficiency.
Can it be manually controlled by the user at range, like an appendage made out of an element? If yes, you'll need the Remote Control Proficiency.
Can it be manifested at range, like a wall of sand or a pillar of flame? If yes, you'll need the Ranged Materialize Proficiency.
Can it home in on an opponent without needing to be aimed? If yes, you'll need the Homing Proficiency.
Can it boost an ally's fighting abilities in some way? If yes, you'll need the Buff Proficiency.
Does it inflict lingering negative 'debuffs' on opponents, for example by slowing speed or interfering with their senses? If yes, you'll need the Debuff Proficiency.
The most moves you can get approved in advance is 5. This is so people don't just dump huge piles of moves to get priced and fixed up, creating lots of work for staff. If you want to get more moves approved, purchase some of the ones you already got approved. Staff may approve extra stuff for you, but have the right to refuse until you purchase moves.
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!
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Proto Buster (Shotgun Mode) - Sacrificing range and rate-of-fire for power and spread, Proto Man fires slugs of energy from the Proto Buster, hence the name of this fire mode. At melee range, the blast has strength surpassing that of a charged burst, but this power drops off steadily at any range beyond that and becomes wholly ineffective outside of about six feet. Because of the unique manner in which the energy is focused, Proto Man has to 'vent' the Proto Buster between shots, a five second process which is analogous to someone reloading an empty magazine. (+300 OM)
![[Image: proto.jpg]](http://epiqz.com/omni/proto.jpg)
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System Upgrade - Tier 1 Power Up
This power up augments Proto Man's physical systems by teleporting in more efficient weaponry, plating capable of soaking more damage, and upgraded feet and shins for faster speeds. Once the augmentations expire, they are teleported away to be recycled for further use.
ATK: +2
DEF: +2
SPD: +1
TEC: N/A
![[Image: proto.jpg]](http://epiqz.com/omni/proto.jpg)
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Kuchiki Rukia Wrote:Asauchi no Zanpakuto (requires Physical Strength) – 300 OM
A shinigami’s fabled weapon also known as a Soul Slayer. In this state, the term Asauchi refers to the blade being sealed with the Shinigami unaware of their Zanpakuto’s entity. It’s a basic Katana in structure and design and is used mostly for offensive and defensive purposes. Rukia’s Zanpakuto has a brown hilt, average tsuba and a normal sized blade fitting the generalization of Katana-esque swords. Approved at 300.
Quote:Bakudō #4. Hainawa (requires Ranged Proficiency, Area Attack Proficiency, Remote Control Proficiency) – 300 OM
Summons forth a crackling Golden rope with bolts of blue energy. This rope’s only purpose is to bind the desired target still so that they may be questioned, hindered or even further attacked with another technique. Its se will always be the same but the reasoning behind it will always vary.
That's fine at 300. Just a heads up, you won't need Area Attack for this unless you use it to bind multiple foes (which you didn't mention, so I'm assuming it's just for one target)
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!
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It's a very powerful move, so I've slightly changed the downside so that it's basically one-shot and takes Inlumia out of the fight completely, not just for the one-post duration, and can't be used when he's exhausted (since it's such a high-power buff and it would be super lame if a semi-conscious exhausted Inlumia who could barely fight anyway just tossed his power onto his ally). If that's agreeable, approved at 300.
Inlumia Wrote:Helping Spirit (requires Buff Proficiency) 300
This is a move where user can use their own spiritual energies to boost the power of someone else for one post. The increase is the same as the user's stats. This requires a massive amount of energy and leaves the user effectively unable to fight until they've had a chance to completely recover. It cannot be used when the user is already exhausted.
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!
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Soulfire Fuego: (300) By infusing his default fire spell with Soulfire, Harry condenses the fire further into a thin, white-hot beam three inches across that can reach a much longer distance of fifty feet, which can be maintained for around four seconds before dissipating. The amount of Soulfire involved is almost negligible, allowing Harry to utilize the spell with only a little more effort than a normal Fuego, though he still needs to be wary of using too much of his soul to power his magic. Harry can't utilize this spell more than once in any given fourty-five second period. Like Fuego, the flames Harry creates behave like regular fire only after the magic ceases; they will spread across flammable surfaces only after the beam dissipates.
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Forzare (300) [Requires Ranged, Ranged Materialize, and Remote Control Proficiencies] [Requires Telekinesis]: Harry uses his staff to create and control a sphere of force, which distorts the area around it with a slight heat haze. The sphere is hardened energy, and Harry can create and move it anywhere in the range of his telekinesis. He does need to have his left hand, with his staff, unrestrained in order to direct the sphere. This move cannot exceed Harry's telekinesis range, and it cannot be utilized beyond a distance of five feet away from Harry without his staff, due to his lack of finite control without the instrument's aid. The sphere can, however, be utilized much more freely than any of Harry's Soulfire spells. He can maintain the sphere over a long duration, or manifest new ones as the situation demands. He is, however, limited to one at a time.
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I have decided to get to work on a super move.
Pyrofuego (Tier 1 Offensive Super Move) (800): This is Harry's default spell when he really needs to obliterate something. He gathers his energy and unleashes it through his blasting rod in a massive blast of flame. This spell doesn't really focus on accuracy so much as mass and volume. It practically epitomizes Harry's specialty in magic; massive amount of energy converted into something quick and dirty. The blast has been known to launch targets through multiple buildings if they take the entirety of it. That's if they aren't ash at the end of the spell.
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Dark Magic Shield. (300) (Requires area shield proficiency)
Effect:
This moves allow the users to generate a meta-magic shield around themselves for a distance of 2 meters.
It allows the user to absorb magic attacks at the following rate:
Fully absorb light attacks, (rapid fire attacks.)
Half of medium attacks (standard attacks)
A quarter of heavy attacks (charged attacks.)
Can't block Super Moves at all
Duration:
10 seconds initially. However, it uses the magic it absorbs to prolong it's existence. If not replenished by draining magics for 5 seconds, it will fade away until used again.
Limitations:
It can only drain one Holy attack, 3 normal magic attacks, or an unlimited number of supposedly dark magic attacks in a 10 second period.
He can't use other magics while using the shield.
Sometimes the difference between Good and Evil is who is passing judgement.
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Fira (Requires Ranged Proficiency, Area Attack Proficiency) - 300 OM
An intermediate black magic spell, Fira consists essentially of a fireball about the size of a softball. By channeling mana into one’s hand, the user can generate said fireball, requiring around 3 seconds of time to do so. Vincent typically executes this attack while moving, lobbing the orb as one would a grenade. Upon contact the sphere detonates, with everything within a 6-foot radius sustaining splash damage from the resultant pyrotechnics as well as knocking back those nearby. As the attack is essentially thrown, the accuracy of the attack falls as the user speeds up, requiring the user to be nearly motionless to hit anything more than a stationary target. Those closer to the point of contact sustain higher damage, whilst those on the outer limit are mildly singed.
[float=left] ![[Image: G3vODOp.png]](http://i.imgur.com/G3vODOp.png)
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(07-16-2018, 06:14 PM)Lord Zedd Wrote: I'm here to kick ass and write compelling stories with Vincent Valentine.
And baby, we're all out of Vincent Valentine.
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Horror of my Mind (300) (required Telepathy)
The user of this move can project an impression of all the horror, pain and suffering they have faced or born witness to into the mind on any 1 person they can maintain eye contact with for 2 or more seconds. If eye contact is broken the target will not continue to receive the mental impression and has a chance to start recovering.
Requires the user's tech is equal or higher then their target's.
User has to focus on it it a moderate level. User also has to relive the suffering slightly.
Sometimes the difference between Good and Evil is who is passing judgement.
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Atomic Fire (Orange/gray) - Proto Man releases a large cone of fire that can strike several targets and burn through flammable materials, and reduce the structural integrity of metals. (300 OM - Area Attack Proficiency)
![[Image: proto.jpg]](http://epiqz.com/omni/proto.jpg)
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The Lich King Wrote:Death Coil (requires Ranged Prof) - The Lich King molds a green-black skull shaped blast of unholy energy around the size of a basketball, taking about 2-3 seconds to charge, and hurls it at the opponent. On collision it explodes and delivers medium damage. It travels in a straight line and is rather easy to see due to its size and the green-black light it radiates. Approved at 300.
Quote:Howling Blast (requires Ranged Prof, Debuff Prof) - Arthas sends a crawling path of ice along the ground, about sixty centimetres wide, travelling at the speed of a brisk walk. If it collides with a foe, it instantly freezes around their feet, immobilising them. The lower the foe's ATK stat, the harder it is for them to break free. Over time however, the frozen shackles weaken, so a victim initially unable to break free will find the ice crumble after around five seconds.
Approved at 300.
Quote:Blood Strike (requires Physical Prof, Frostmourne) - The runes on Frostmourne glow red and empowers it for one strike, dealing 1 1/2 times the damage of a normal strike. The imbued blade can be charged instantly but it also immediately drains a small amount of energy from the user. This can be used successively but each following attack has diminishing returns on damage and larger demands on his energy.
Approved at 300.
Quote:Arctic Shockwave (requires Area Attack Prof) - The Lich King slams Frostmourne or a fist into the ground, generating powerful winds from him in all directions that expand two metres outwards. Those close to the epicentre are thrown off their feet, while those at the end of the radius are stumbled backwards a few steps.
Approved at 300.
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!
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Napalm Launcher (Requires Ranged Proficiency and Area Attack Proficiency) - Vitruvius' body takes 2 seconds to shift from a dangerous hand to hand machine into a weapon of war, his hands being capable of lighting on fire and streaming napalm in a large area in front of him (6 meter range), capable of damaging multiple people. Alternately he can focus this chemical fire into a piercing beam-like shot by limiting the chute the flame travels through. This creates a laser like weapon capable of burning through heavy materials or a particularly dangerous weapon that cauterizes on impact. (600 OM)
![[Image: 2zh1op1.jpg]](http://i58.tinypic.com/2zh1op1.jpg)
The sound of metal, I want to be you. I should learn to be a man...like you.
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Static Electricity (300)
Anyone that makes physical contact with Enel's body is vulnerable to getting an electric shock. It is not particularly powerful, serving mainly as a shock for those not expecting it, which can leave them open, or a painful deterrent to anyone trying to hold Enel. It is more powerful when Enel is well-rested, and dwindles to nothing as his energy levels decrease. It is automatic, but Enel can choose to withold it if he wishes to, for example, conserve energy, focus his energy on attacking, or carry an ally.
Vari (requires Ranged Proficiency, Area Attack Proficiency) (300)
The term for Enel's standard lightning shock, usually used by pointing his open palm at an opponent and unleashing crackling lines of electricity. It usually stops the average fighter in their tracks due to the sudden pain, but it will not incapacitate a determined foe. It has a fairly short range (about five yards) and is not particularly powerful unless an opponent stands in it, but it is fast and painful. As it can be maintained, Enel can use it as a method of torture against incapacitated opponents. However, it is not indefinite, as it does fatigue him.
Discharge (requires Ranged Proficiency, Area Attack Proficiency) (600)
The term for when Enel simply discharges electricity around himself in every direction. It normally only reaches about five feet away from Enel, but he can increase the voltage to increase the range to ten feet, which also increases the power. Doing this tires Enel out very quickly, though.
Bolt (requires Ranged Proficiency) (300)
Enel takes a second to gather his energy, then fires it as an explosive bolt of lightning. Simple, but effective.
Posting this for posterity, as this is Omni. ಠ_ಠ
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Gomu Gomu Pistol (Physical Strength, Ranged Proficiency, Elasticity)
Luffy's signature attack; he stretches his arm back then throws a devastating punch. Basically, a standard straight punch augmented with stretching. This attack can be used from short to long range, however doing so does not increase nor decrease power.
Gomu Gomu Gatling (Physical Strength, Ranged Proficiency, Area Attack Proficiency, Elasticity)
Luffy uses his stretching ability to bring his fists forward repeatedly in a blurry, rapid barrage of wide-spread punches that creates the illusion of having multiple arms, however he does not actually grow more arms therefore can still be stopped by a quick enough opponent. Quite taxing on Luffy if used for extended durations.
Gomu Gomu Bazooka (Physical Strength, Ranged Proficiency, Elasticity)
Luffy stretches both arms far back, then hurls them forward, striking his opponent instantaneously with a double open palm strike that frequently sends recipients with low defense flying. Larger enemies or enemies with high defense typically remain stationary, but this does not mitigate the blow. Due to the prep time Luffy is often vulnerable for a few seconds before executing the attack.
Gomu Gomu Fusen (Physical Strength, Ranged Proficiency, Area Shield Proficiency, Elasticity)
A technique wherein Luffy inflates himself rapidly through his mouth, further increasing his resistance to blunt attacks. With his inflated body, Luffy is capable of deflecting weak projectile attacks back at his attackers. However, in this state he becomes a much larger target and becomes susceptible to attacks as his speed is slowed and movement is very limited.
Gomu Gomu Rocket (Ranged Proficiency, Super Jumping, Elasticity)
Luffy's main method of traveling long distances fast. He stretches out one or both of his arms and grabs a handhold, then retracts them, projecting himself into the air at high speeds, over great distances, or even into an opponent. This technique is often times reckless as Luffy could accidentally propel himself into a body of water or worse.
All @ 300 OM
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Zero Pulse (600 OM)
A short-range energy pulse that is fired from either the glove, arm cannon or boots. This sends smallish projectiles rebounding away or simply halts their momentum midair, though it is only effective within about ten feet. Alternately, the pulse can be used to halt Samus's own momentum, even in mid-air. For example, when she needs to stop or turn quickly. Zig-zagging is possible by using the Zero Pulse in succession. While the Zero Pulse is very fast, it is ineffective on larger projectiles, beam attacks or melee attacks as these have too much momentum, though it can serve to blunt the damage somewhat if no other defensive options are available. The pulse is visible by a slight rippling of the air and a low 'doon' sound.
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Bara Bara no Mi: (Disassemble, Survival, Hive Mind) The flashy name for the Devil Fruit which Buggy accidentally ate. It allows Buggy to separate his body into various parts. Weakened since his arrival, his parts are, at the moment, unable to fly. However, Buggy can use his power to cause his parts to "hop" apart, as long as the part is able to fall back into place. Still, the Bara Bara no Mi represents Buggy's flashiest means of escaping damage, even in its weakened state. (300 OM)
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Inlumia Wrote:Shadow Walk (300) (requires Phasing)
User turns into shadow and can travel through other shadows. Exceptions can include shadows controlled by shadow mages, and other shadow walkers. All the normal weaknesses and stipulations of Phasing apply.
Requirements, it takes several seconds in deep shadows for the user to enter or emerge from the shadows normally. If the user is in shadows that are suddenly removed, such as if someone was to throw a flashbang grenade around the user thus destroying the shadows, the user will be forced out of the shadows, recieving minor damage and suffering disorientation for 6 seconds.
Side effect: While using this all vision is in grayscale, and no sound or smell can pass through to them. Experianced users may learn to see the spctrum of darkness, and even Octrium, also called the color of Magic in the Discworld series of books, however this ability will have to be learned IC. Approved at 300 with the bolded stipulation. Just as a heads up that this doesn't allow teleporting through shadows (someone tried to get a similar thing approved with this once, that would require Teleportation).
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!
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