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06-27-2017, 01:35 PM
(This post was last modified: 06-27-2017, 02:03 PM by Jack Darby.)
Black Heart - (300, Ranged Proficiency, Physical Strength Proficiency.)
A key blade that was created out of the Darkness from within Repliku's Heart. The Key-Blade can also be used as a sword, or as a ranged weapon. This blade has a length of about 22 inches long, and a width of about 10 inches. The blade can be summoned in a flash of darkness by Repliku. This key blade can be swung incredibly fast by Repliku and is usually meant to be wielded one-handed, leaving his hand free for another weapon, or move. This is moderately tiring for Repliku to use. The way it can be used by itself as a ranged weapon is by being "thrown" at an opponent, usually aimed at the head and then being teleported back to Repliku's hand, as once it leaves his hand it can only be gone a few seconds before it will rematerialize in his hands. Another way that this could be used although it makes the use of the key blade more taxing on Repliku is that he can channel any spells he knows through the key blade, bumping up the damage level from low to medium, medium to high, etc, at the cost of getting heavily exhausted if he does this for prolonged periods of time.
The key blade can also "lock" people's hearts, preventing the formation of a Heartless or Nobody should they be consumed by the Heartless. It can also release the Heart from a Heartless, returning the heart to the Nobody that was created when the Heart was consumed, turning them back into themselves.
Furthermore, this can act as an "All Access Pass" for Repliku when he has access to a base of his own, able to be used as a key to well.. anything he owns.
Lastly, the Key Blade can only be wielded by Repliku unless he performs an "Inheritance Ceremony" that he doesn't remember how to do with ones he deems worthy of the Key Blade. Granted they'd have to buy their own version, but still.
Axel's Chakrams (600, Ranged Proficiency, Physical Strength Proficiency.):
A weapon that belonged to one of the Members of Organization XIII. This can either be used as a melee weapon, or as a thrown weapon, or as a defensive item. They can be used to block attacks, or to slash at an enemy, or thrown like projectile weapons. They travel at the speed of crossbow bolts when hurled at an enemy however.
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06-27-2017, 08:39 PM
(This post was last modified: 07-01-2017, 04:56 AM by Summer.)
Somer's lack of ranged attacks that can be used indoors has become apparent.
Thus, I'm hoping to add this onto Lightning Strike:
Lightning Strike (Ranged, Area Attack, Debuff) (300): An alternate, ranged version of this attack allows Somerled to send out an electrical pulse via his hands. Lightning builds up in his body over the course of eight seconds, a passive charge-up that he can do while moving about and even holding someone down. Hitting someone or being hit does break the spell, however.
Once he’s fully charged, a strike of lightning shoots out from one of his hands, flying roughly forward up to 30 meters in an instant, before curving into the ground and glassing the spot it strikes. Any object in its path will stop the bolt before it travels that far, but wood and anything weaker than it will be obliterated in the process. Should it hit a person, it pierces through them instead of blasting them apart, and can hit and pierce multiple people so long as they’re all lined up like idiots. It's an ethereal piercing rather than physical, so no gaping wound is left in its wake. Should it hit multiple people, the current is distributed equally throughout all bodies, hitting each person with less lightning but still adding up to the full power of the bolt. Should it hit a person and an object, the person receives the full damage, while the object is still annihilated.
The bolt proper measures about an inch in diameter and strikes with absolutely devastating force, capable of launching even the most steadfast clear off their feet and back a fair few meters. Those who are struck also suffer from disorientation for about 5 seconds, as well as blindness (provided their eyes were open) and deafness, both of which last half as long. People caught within 10 meters of the bolt also get hit with the blind and deafness.
Due to the fact that he has to charge lightning through his body to use it, firing it off scorches his arm with lightning burns and overloads his muscles with electrical impulses, making his own movements imprecise and numbing the affected arm. This compounds each time he uses it, culminating in him becoming unable to feel said arm after two or so uses, making it incredibly difficult to move after three, and finally turning it completely unmovable and useless after about four. This lasts until he’s able to rest and heal. Additionally, this version of the attack is incredibly draining, and he often doesn't have the energy to use it more than thrice.
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Got a couple of moves here I'm looking to try and iron out the kinks on for after DA. Can't put 'em in Move Approval yet but wanted to go ahead and start working on 'em so they're ready.
Energy Wave -- 600 OM (Requires: Ranged Proficiency)
Graowr gathers ki into a hand, as if to perform Energy Shot, but focuses it to a greater extent, for roughly three seconds. After gathering it thusly, she thrusts her arm out, releasing a focused beam of energy, roughly two feet in diameter. It reaches for roughly thirty meters before losing cohesion and fading out. At its base level, it is sustained for about three seconds, and can be swept from side to side while firing it to try and follow a target, but Graowr must remain stationary while firing it. At need be, she can continue to funnel energy into it to maintain the beam for longer, past the default of three seconds, to continue harrying a foe, but it is progressively more draining to maintain it for longer periods.
Full Power Energy Ball -- 300 OM (Requires: Ranged Proficiency, Area Attack Proficiency)
Graowr gathers ki into both hands, as if preparing an Energy Shot, but slams both orbs of ki together to make a larger, more powerful one, in a process requiring two seconds. It is hurled at a target, up to a range of 40 meters, on a straight trajectory at roughly the speed of a bullet. Upon impact with anything, it releases a sizable explosion and throws up a cloud of smoke. It is a basic, but powerful attack.
Meteor Crash -- 300 OM (Requires: Physical Strength, Flight, Burst Movement)
Graowr gathers her strength for five seconds, her aura flaring around her like an intense flame. When she is done, she launches full-speed at her target, unleashing a blisteringly fast and powerful combination attack of melee strikes. They are thrown in quick, rapid succession as little more than a blur, but the focus and prep time before executing the move means each one hits like a heavy strike, wound up and followed through. The sheer force and speed of the onslaught can actually lift her target off the ground, pushing them into the air with the force of it, and she will follow them up, beating on them with senseless fury for five seconds before delivering a spinning kick to knock them away.
Candy Beam -- 300 OM (Requires: Ranged Proficiency, Debuff)
Focusing for five seconds, Graowr points her finger at a target and unleashes a crackling beam of pink energy. It reaches for only about twenty feet, making it relatively short-ranged, but it moves at the speed of an arrow and is difficult to dodge. Should it make contact, the target is engulfed in a stinging, painful aura of pink lightning before a poof of smoke and flash of light, and they are transformed into some sort of candy. It's never the same type, but the effects are always the same. The opponent still has their mind and full thoughts, but most of their ability to fight effectively is cut off. If they have certain powers (such as Flight) they will still be able to move, and other powers (such as Telekiensis, Teleportation, Enhanced Senses, etc) will still let them see and interact to still 'fight' to some extent. Any moves which do not require specific body parts or weapons can also still be used. While thusly transformed into candy, however, the target loses much of its capabilities, and becomes a very easy target. The effects last for ten seconds, with one second deducted for every point of TEC the opponent has above Graowr's. While an opponent is transformed, this technique cannot be used on another target. The intense focus also requires uninterrupted charge time, and for her to remain stationary while preparing and firing the technique.
Candy Crush -- 300 OM (Requires: Physical Strength)
Usable only on a target under the effects of Candy Beam. Graowr attempts to snatch her candified target out of the air by any means necessary, and if she is successful, she devours them. The eaten target suffers heavy damage, but is immediately expelled back into the real world, the effects of Candy Beam immediately undone.
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This DA got me thinking about Advanced Regen and Injuries. A lot of Cell's shtick revolves around surprising his foes by regrowing limbs mid-combat. Unfortunately, in regards to what can be done via the Regeneration/Healing Powers, such an act would require a minimum level of 4 to pull off, and that's with 5 Def. The problem is that it requires a full-heal of the damage associated with the Injury to repair it. So I started thinking if there might be another way to go about this and I think I came onto a solution. What if I were to repair the Injury but NOT the Damage that came along with it? That would give me a Cell-like regeneration ability while still leaving things balanced in terms of Damage taken and likelihood of dying.
I feel like it'd be too much to try to tie into a Regular Move, but a Super? Seems pretty fair. Here's the general gist of what I've been mulling over.
Papa Piccolo's Genes; T1 Super Utility (Advanced Regeneration)
Cell can regrow limbs at an astounding rate, often surprising his foes by regrowing a lost arm just in time to block an attack. This ability isn't without its cost, though. While the injury is superficially healed and appears pristine, Cell has to pull the material for these repairs from elsewhere in his body. For all intents and purposes, he's distributing the damage throughout his body, rather than letting it remain focused in one area.
In game terms, this means that he can spend 1 SP to downgrade an Injury by one level. A Major Injury becomes Serious, Serious becomes Moderate, etc. However, the Damage given out for that Injury remains unhealed, unlike via regular Regeneration which will heal the damage along with the Injury. In layman's terms, he's treating the symptoms of the Injury, not the cause when he uses this ability.
Does it seem fairly balanced as is? I don't think it's useless, unless I try to use it against 1 to 2 Damage Injuries, but do you think it is? Let me know.
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I think this sounds cool. Although the idea of using material from the rest of his body seems sort of like malleability? Other than that, I see no reason why it couldn't work. It'd be kind of just like using a shield, only the shield is regrown organic material. Neat!
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Guu has a move where she does exactly what you're describing, and with just a basic move. And in this instance, Jade's mention of Malleability is how she does it, though I don't see it being a huge difference to regrow the limb and keep the damage vs move the injury to somewhere else and keep the damage. Based on that I don't see a reason you couldn't accomplish the same thing with just a Move (with a large stamina drain, probably) and Regeneration. For something like this though I'd definitely bang on Greg's door when the approval is needed, but that's my two cents.
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For those who didn't get helped by Jade and Mark (thanks to you both by the way  ), let's take a look.
(06-27-2017, 01:35 PM)Repliku Wrote: Black Heart - (300, Ranged Proficiency, Physical Strength Proficiency.)
A key blade that was created out of the Darkness from within Repliku's Heart. The Key-Blade can also be used as a sword, or as a ranged weapon. This blade has a length of about 22 inches long, and a width of about 10 inches. The blade can be summoned in a flash of darkness by Repliku. This key blade can be swung incredibly fast by Repliku and is usually meant to be wielded one-handed, leaving his hand free for another weapon, or move. This is moderately tiring for Repliku to use. The way it can be used by itself as a ranged weapon is by being "thrown" at an opponent, usually aimed at the head and then being teleported back to Repliku's hand, as once it leaves his hand it can only be gone a few seconds before it will rematerialize in his hands. Another way that this could be used although it makes the use of the key blade more taxing on Repliku is that he can channel any spells he knows through the key blade, bumping up the damage level from low to medium, medium to high, etc, at the cost of getting heavily exhausted if he does this for prolonged periods of time.
The key blade can also "lock" people's hearts, preventing the formation of a Heartless or Nobody should they be consumed by the Heartless. It can also release the Heart from a Heartless, returning the heart to the Nobody that was created when the Heart was consumed, turning them back into themselves.
Furthermore, this can act as an "All Access Pass" for Repliku when he has access to a base of his own, able to be used as a key to well... anything he owns.
Lastly, the Key Blade can only be wielded by Repliku unless he performs an "Inheritance Ceremony" that he doesn't remember how to do with ones he deems worthy of the Key Blade. Granted they'd have to buy their own version, but still.
Axel's Chakrams (600, Ranged Proficiency, Physical Strength Proficiency.):
A weapon that belonged to one of the Members of Organization XIII. This can either be used as a melee weapon, or as a thrown weapon, or as a defensive item. They can be used to block attacks, or to slash at an enemy, or thrown like projectile weapons. They travel at the speed of crossbow bolts when hurled at an enemy however.
I'm not sure what you did, but you have a massive bloat of size, color and align code before and after each text paragraph. You should probably look into that.
Black Heart
-"Moderately tiring to use" and "Can be swung incredibly fast" are not very specific, especially the latter. Remember that you must write this move so that anyone who looks at your roster can understand how they're supposed to use your move.
-"He can channel any spells he knows through the key blade, bumping up the damage level from low to medium, medium to high, etc, at the cost of getting heavily exhausted if he does this for prolonged periods of time." This is a no-go unless you note this into each spell channelable through Black Heart. Please refer to my last post on this subject.
Axel's Chakrams
-How do the chakrams return, if at all, when thrown?
-How tiring are they to use and how fast can they be used?
(06-27-2017, 08:39 PM)Somerled Murdoch Wrote: Somer's lack of ranged attacks that can be used indoors has become apparent.
Thus, I'm hoping to add this onto Lightning Strike:
Lightning Strike (Ranged, Area Attack, Debuff) (300): An alternate, ranged version of this attack allows Somerled to send out an electrical pulse via his hands. Lightning builds up in his body over the course of eight seconds, a passive charge-up that he can do while moving about and even holding someone down. Hitting someone or being hit does break the spell, however. Once he’s fully charged, a strike of lightning shoots out from one of his hands, flying roughly forward up to 30 meters in an instant, before curving into the ground and glassing the spot it strikes. Any object in its path will stop the bolt before it travels that far, but wood and anything weaker than it will be obliterated in the process. Should it hit a person, it pierces through them instead of blasting them apart, and can hit and pierce multiple people so long as they’re all lined up like idiots. It's an ethereal piercing rather than physical, so no gaping wound is left in its wake. The bolt proper measures about an inch in diameter and strikes with absolutely devastating force, capable of launching even the most steadfast clear off their feet and back a fair few meters. Those who are struck also suffer from disorientation for about 5 seconds, as well as blindness (provided their eyes were open) and deafness, both of which last half as long. People caught within 10 meters of the bolt also get hit with the blind and deafness. Due to the fact that he has to charge lightning through his body to use it, firing it off scorches his arm with lightning burns and overloads his muscles with electrical impulses, making his own movements imprecise and numbing the affected arm. This compounds each time he uses it, culminating in him becoming unable to feel his own arms after two or so uses, and makes them unmovable and useless after about four. This lasts until he’s able to rest and heal. Additionally, this version of the attack is incredibly draining, and he often doesn't have the energy to use it more than thrice.
-More of a recommendation than a requirement, but it'd be good to divide this wall of text into a couple of paragraphs for easier reading.
-"If it hits a person it pierces through them", this bit would probably require a bit of clarification: if the lightning hits 2 people, is each one dealt half damage? Does it deal full damage to the first person and far less to the ones behind them, like a bullet would? Also, it will probably bump the cost up to 600 but I'm not sure on this.
-If he can use Lightning Strike 3 times per fight, you should probably note how much his arms are affected after three casts rather than four?
(06-28-2017, 05:44 AM)The Future Warrior Wrote: Got a couple of moves here I'm looking to try and iron out the kinks on for after DA. Can't put 'em in Move Approval yet but wanted to go ahead and start working on 'em so they're ready.
Energy Wave -- 600 OM (Requires: Ranged Proficiency)
Graowr gathers ki into a hand, as if to perform Energy Shot, but focuses it to a greater extent, for roughly three seconds. After gathering it thusly, she thrusts her arm out, releasing a focused beam of energy, roughly two feet in diameter. It reaches for roughly thirty meters before losing cohesion and fading out. At its base level, it is sustained for about three seconds, and can be swept from side to side while firing it to try and follow a target, but Graowr must remain stationary while firing it. At need be, she can continue to funnel energy into it to maintain the beam for longer, past the default of three seconds, to continue harrying a foe, but it is progressively more draining to maintain it for longer periods.
Full Power Energy Ball -- 300 OM (Requires: Ranged Proficiency, Area Attack Proficiency)
Graowr gathers ki into both hands, as if preparing an Energy Shot, but slams both orbs of ki together to make a larger, more powerful one, in a process requiring two seconds. It is hurled at a target, up to a range of 40 meters, on a straight trajectory at roughly the speed of a bullet. Upon impact with anything, it releases a sizable explosion and throws up a cloud of smoke. It is a basic, but powerful attack.
Meteor Crash -- 300 OM (Requires: Physical Strength, Flight, Burst Movement)
Graowr gathers her strength for five seconds, her aura flaring around her like an intense flame. When she is done, she launches full-speed at her target, unleashing a blisteringly fast and powerful combination attack of melee strikes. They are thrown in quick, rapid succession as little more than a blur, but the focus and prep time before executing the move means each one hits like a heavy strike, wound up and followed through. The sheer force and speed of the onslaught can actually lift her target off the ground, pushing them into the air with the force of it, and she will follow them up, beating on them with senseless fury for five seconds before delivering a spinning kick to knock them away.
Candy Beam -- 300 OM (Requires: Ranged Proficiency, Debuff)
Focusing for five seconds, Graowr points her finger at a target and unleashes a crackling beam of pink energy. It reaches for only about twenty feet, making it relatively short-ranged, but it moves at the speed of an arrow and is difficult to dodge. Should it make contact, the target is engulfed in a stinging, painful aura of pink lightning before a poof of smoke and flash of light, and they are transformed into some sort of candy. It's never the same type, but the effects are always the same. The opponent still has their mind and full thoughts, but most of their ability to fight effectively is cut off. If they have certain powers (such as Flight) they will still be able to move, and other powers (such as Telekiensis, Teleportation, Enhanced Senses, etc) will still let them see and interact to still 'fight' to some extent. Any moves which do not require specific body parts or weapons can also still be used. While thusly transformed into candy, however, the target loses much of its capabilities, and becomes a very easy target. The effects last for ten seconds, with one second deducted for every point of TEC the opponent has above Graowr's. While an opponent is transformed, this technique cannot be used on another target. The intense focus also requires uninterrupted charge time, and for her to remain stationary while preparing and firing the technique.
Candy Crush -- 300 OM (Requires: Physical Strength)
Usable only on a target under the effects of Candy Beam. Graowr attempts to snatch her candified target out of the air by any means necessary, and if she is successful, she devours them. The eaten target suffers heavy damage, but is immediately expelled back into the real world, the effects of Candy Beam immediately undone.
Energy Wave
-You should, maybe review the number, of commas in this, move. I don't think that there's any grammar errors but it breaks the reading flow a bit
-Does "swept side to side while firing it" mean that Graowr can "aim" her attack by moving her arm before firing it, or that she can control the beam once it leaves her hand? If it's the latter, Remote Control may be required.
-Is there any maximum duration for which the beam can be maintained (before Graowr gets too tired or before the beam simply can't be sustained anymore)?
Full Power Energy Ball How draining is it to use, and what happens if it reaches its max distance (does it dissipate or explode)? Other than that, looks good to me!
Meteor Crash How draining is it to use? Other than that I think it's good to go.
Candy Beam How draining is... you know the drill. It would also be helpful to point out if the candy is the size of regular candy or if the transformed person keeps their original size.
Candy Crush I'm not sure if this one would break the "no combo moves" rule... you could perhaps make it so that Graowr can technically try to devour anyone but prefers candyfied targets (as fluff, obvs), and I'd remove the "undoes effects of Candy Beam" entirely, or put it into fluff as well to clarify that it's not a disadvantage to make the move stronger?
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07-01-2017, 04:56 AM
(This post was last modified: 07-01-2017, 05:24 AM by Summer.)
(07-01-2017, 04:20 AM)Amaterasu Wrote: (06-27-2017, 08:39 PM)Somerled Murdoch Wrote: [spoiler]Somer's lack of ranged attacks that can be used indoors has become apparent.
Thus, I'm hoping to add this onto Lightning Strike:
Lightning Strike (Ranged, Area Attack, Debuff) (300): An alternate, ranged version of this attack allows Somerled to send out an electrical pulse via his hands. Lightning builds up in his body over the course of eight seconds, a passive charge-up that he can do while moving about and even holding someone down. Hitting someone or being hit does break the spell, however.
Once he’s fully charged, a strike of lightning shoots out from one of his hands, flying roughly forward up to 30 meters in an instant, before curving into the ground and glassing the spot it strikes. Any object in its path will stop the bolt before it travels that far, but wood and anything weaker than it will be obliterated in the process. Should it hit a person, it pierces through them instead of blasting them apart, and can hit and pierce multiple people so long as they’re all lined up like idiots. It's an ethereal piercing rather than physical, so no gaping wound is left in its wake. Should it hit multiple people, the current is distributed equally throughout all bodies, hitting each person with less lightning but still adding up to the full power of the bolt. Should it hit a person and an object, the person receives the full damage, while the object is still annihilated.
The bolt proper measures about an inch in diameter and strikes with absolutely devastating force, capable of launching even the most steadfast clear off their feet and back a fair few meters. Those who are struck also suffer from disorientation for about 5 seconds, as well as blindness (provided their eyes were open) and deafness, both of which last half as long. People caught within 10 meters of the bolt also get hit with the blind and deafness.
Due to the fact that he has to charge lightning through his body to use it, firing it off scorches his arm with lightning burns and overloads his muscles with electrical impulses, making his own movements imprecise and numbing the affected arm. This compounds each time he uses it, culminating in him becoming unable to feel said arm after two or so uses, making it incredibly difficult to move after three, and finally turning it completely unmovable and useless after about four. This lasts until he’s able to rest and heal. Additionally, this version of the attack is incredibly draining, and he often doesn't have the energy to use it more than thrice.[/spoiler]
-More of a recommendation than a requirement, but it'd be good to divide this wall of text into a couple of paragraphs for easier reading.
-"If it hits a person it pierces through them", this bit would probably require a bit of clarification: if the lightning hits 2 people, is each one dealt half damage? Does it deal full damage to the first person and far less to the ones behind them, like a bullet would? Also, it will probably bump the cost up to 600 but I'm not sure on this.
-If he can use Lightning Strike 3 times per fight, you should probably note how much his arms are affected after three casts rather than four?
Text divided.
The current is distributed equally amongst people it hits. If it hits 2, each gets 50%. 3, each gets 33%, etc. Additions made in bold.
I don't know if it adds cost either so I guess we'll find out >.>
2 makes it completely numb, 4 makes it useless, 3 is somewhere in-between, difficult to move, can't feel it, but it's not quite dead. Additions in bold.
What I was going for when I put the 4 there was an absolute limit. With a dedicated super to it, the nebulous "3 before he runs out of energy" could be bypassed to a degree. "4 uses and your arm is fucked" is a limit that can't be bypassed without copious amounts of healing, so it's there as an absolute cap, to clarify that no matter what happens, he's not using more than 4 times per arm.
Also edited some wording, cleared up meaning. He fires it out through one arm, and that arm gets wrecked.
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Axel's Chakrams (600, Ranged Proficiency, Physical Strength Proficiency.):
[Image: axel_chakrams___eternal_flames_by_angeld...41zxwz.png]
A weapon that belonged to one of the Members of Organization XIII. This can either be used as a melee weapon, or as a thrown weapon, or as a defensive item. They can be used to block attacks or to slash at an enemy, or thrown like projectile weapons. They travel at the speed of crossbow bolts when hurled at an enemy, however. These take eight seconds for Repliku to summon. These aren't tiring for him to use at all practically, draining only a weak amount of his energy from him per usage. In addition, the Chakrams can return 5 seconds after they are thrown, having a maximum range of 100 feet when he hurls them.
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Level 2 Utility Move- 600. Physical Proficiency, Buff
Eco Channeler- Jak is able to summon OM and channel it into Eco, a lifeblood inside his own body to absorb it, giving him certain advantages. There is about 8 different eco types:
Green eco, physical proficiency, buff- Used for healing most of the time, but also can be used as a weapon mod. He can basically absorb and use it as a weapon mod, or healing.
Blue eco- Physical proficiency, buff Can be found mostly in a cluster. It can also be used as a extra boost of speed for Jak when he absorbs it into his body.
Red eco- Physical proficiency, buff- this eco being channelled allows Jak's strength to double in a fight, allowing him to fight more difficult enemies for a short time.
Yellow eco- Physical proficiency, buff- Allows Jak's shooting and weapon strength to get stronger as he absorbs it. He can also use it to form crystals jutting from the ground.
Dark Eco- Dangerous in a large dose, Jak can absorb dark eco that allows him to grow his beast side and feed it.
Light Eco- This rare eco can be used as a healing eco as well as Jak channels this or, to calm and feed his angelic side.
Trying to think of a utility move that utilizes Jak's eco powers.
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The Violet Arcane
OM: 300
Properties
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The Violet Arcane, casually dubbed "purple magic," is the ability to shift physical forces such as gravity or magnetism (magnetism sold separately). Rather than holding things in mid-air from a distance, it's more akin to controlling the gravity which applies to the object; you choose a table and take its gravity away, and instead of standing still it will float around as if it were in space, for instance.
In the Omniverse, it would be an extension of Telekinesis to affect more than merely simple, inanimate objects. This allows Jams to affect Primes as well, in such a way as he can push or pull them as necessary. This could be a severe effect, such as pushing them down to add weight to their shoulders, or a more subtle one where he subconsciously nudges them to the side so he can more easily dodge an attack. The effect naturally works with all the restrictions of Telekinesis; moves weaken over a distance, require concentration for higher effect, the likes. Wear and tear on the body is also noticeable when this move is taken closer to the limit of the ATK stat; picking up a 80 pound box would be incredibly taxing for an ATK of 2, and for Jams it would likely leave him in a sudden sweat to move it about five meters on his own (This is an example with an inanimate object, but similar weight restrictions apply to mobile beings). Also, a being who struggles against the gravitational manipulation causes more stress on the user; an 80 pound man is harder to carry if he is holding to a bar to prevent being pulled upwards, and is harder to push down if he tries his hardest to stand up straight.
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The only real addition to his Telekinesis is the ability to affect primes as well as some specific limits to Jams' abilities, so I believe that would only be 300 atop what he already paid for telekinesis.
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Kaio-Ken (300)
A technique stolen from Goku, the Kaio-Ken is a short-term and dangerous boost to his power and speed. For up to 30 seconds, Cell's physical prowess and chi roughly double. All of his attacks hit harder and he's much faster. Seems great, right? Well, it would be if they technique didn't take Cell's body through the wringer. Every activation of Kaio-Ken deals 2 damage to him. Additionally, after each use, Cell needs to recover, which halves his physical prowess and chi for the same amount of time that it had been doubled.
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(07-01-2017, 04:56 AM)Somerled Murdoch Wrote: Text divided.
The current is distributed equally amongst people it hits. If it hits 2, each gets 50%. 3, each gets 33%, etc. Additions made in bold.
I don't know if it adds cost either so I guess we'll find out >.>
2 makes it completely numb, 4 makes it useless, 3 is somewhere in-between, difficult to move, can't feel it, but it's not quite dead. Additions in bold.
What I was going for when I put the 4 there was an absolute limit. With a dedicated super to it, the nebulous "3 before he runs out of energy" could be bypassed to a degree. "4 uses and your arm is fucked" is a limit that can't be bypassed without copious amounts of healing, so it's there as an absolute cap, to clarify that no matter what happens, he's not using more than 4 times per arm.
Also edited some wording, cleared up meaning. He fires it out through one arm, and that arm gets wrecked.
Righto, it looks good to me that way. Good luck in the MA thread!
(07-01-2017, 05:22 AM)Repliku Wrote: Axel's Chakrams (600, Ranged Proficiency, Physical Strength Proficiency.):
[Image: axel_chakrams___eternal_flames_by_angeld...41zxwz.png]
A weapon that belonged to one of the Members of Organization XIII. This can either be used as a melee weapon, or as a thrown weapon, or as a defensive item. They can be used to block attacks or to slash at an enemy, or thrown like projectile weapons. They travel at the speed of crossbow bolts when hurled at an enemy, however. These take eight seconds for Repliku to summon. These aren't tiring for him to use at all practically, draining only a weak amount of his energy from him per usage. In addition, the Chakrams can return 5 seconds after they are thrown, having a maximum range of 100 feet when he hurls them.
The image link doesn't work, but you probably noticed. I don't see any other issues.
(07-01-2017, 06:30 AM)Jak Mar Wrote: Level 2 Utility Move- 600. Physical Proficiency, Buff
Eco Channeler- Jak is able to summon OM and channel it into Eco, a lifeblood inside his own body to absorb it, giving him certain advantages. There is about 8 different eco types:
Green eco, physical proficiency, buff- Used for healing most of the time, but also can be used as a weapon mod. He can basically absorb and use it as a weapon mod, or healing.
Blue eco- Physical proficiency, buff Can be found mostly in a cluster. It can also be used as a extra boost of speed for Jak when he absorbs it into his body.
Red eco- Physical proficiency, buff- this eco being channelled allows Jak's strength to double in a fight, allowing him to fight more difficult enemies for a short time.
Yellow eco- Physical proficiency, buff- Allows Jak's shooting and weapon strength to get stronger as he absorbs it. He can also use it to form crystals jutting from the ground.
Dark Eco- Dangerous in a large dose, Jak can absorb dark eco that allows him to grow his beast side and feed it.
Light Eco- This rare eco can be used as a healing eco as well as Jak channels this or, to calm and feed his angelic side.
Trying to think of a utility move that utilizes Jak's eco powers.
I'm not sure what you aim to achieve with this... six different utilities, packed into a single move? Also, the proficiency requirements don't really match. I'd advise that you re-read the relevant rules for Powers and Super Moves for this one.
Green Eco sounds like it could be done with Healing (the Power), it wouldn't require a Super Utility in that case. I'm not sure what you mean by "weapon mod", unless you want Jak to summon a weapon - which sounds more like a Super Attack than a utility.
Blue Eco sounds like Super Speed or Burst Movement. Again, no special Super Utility required.
Red Eco would be a Power-Up boosting your ATK. Or you could do a single move with a chargeup or large stamina drain mechanic where Jak hits extra hard.
Yellow Eco would come similar to Green Eco's "weapon mod" - Jak can summon a weapon to use as a Super Attack.
Dark Eco... I guess this could be an alt form or a Shapeshift?
Light Eco is healing and possibly alt form or Shapeshift like Dark Eco.
(07-01-2017, 03:11 PM)Jams Bolero Wrote: The Violet Arcane
OM: 300
Properties
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The Violet Arcane, casually dubbed "purple magic," is the ability to shift physical forces such as gravity or magnetism (magnetism sold separately). Rather than holding things in mid-air from a distance, it's more akin to controlling the gravity which applies to the object; you choose a table and take its gravity away, and instead of standing still it will float around as if it were in space, for instance.
In the Omniverse, it would be an extension of Telekinesis to affect more than merely simple, inanimate objects. This allows Jams to affect Primes as well, in such a way as he can push or pull them as necessary. This could be a severe effect, such as pushing them down to add weight to their shoulders, or a more subtle one where he subconsciously nudges them to the side so he can more easily dodge an attack. The effect naturally works with all the restrictions of Telekinesis; moves weaken over a distance, require concentration for higher effect, the likes. Wear and tear on the body is also noticeable when this move is taken closer to the limit of the ATK stat; picking up a 80 pound box would be incredibly taxing for an ATK of 2, and for Jams it would likely leave him in a sudden sweat to move it about five meters on his own (This is an example with an inanimate object, but similar weight restrictions apply to mobile beings). Also, a being who struggles against the gravitational manipulation causes more stress on the user; an 80 pound man is harder to carry if he is holding to a bar to prevent being pulled upwards, and is harder to push down if he tries his hardest to stand up straight.
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The only real addition to his Telekinesis is the ability to affect primes as well as some specific limits to Jams' abilities, so I believe that would only be 300 atop what he already paid for telekinesis.
Ah yes... no. A broad "This allows my character to apply Telekinesis to living beings as well" move is not possible. You'd need to purchase numerous moves or one big one to cover the possible applications.
Feel free to take inspiration from "Psychic Grip", the move I had on Sabrina, found here: http://omniverse-rpg.com/showthread.php?...4#pid58674 Alternatively, you can ask Trixie or our other members with Telekinesis-based moves for advice (Trixie had the same issue as you).
(07-02-2017, 10:35 PM)Cell Wrote: Kaio-Ken (300)
A technique stolen from Goku, the Kaio-Ken is a short-term and dangerous boost to his power and speed. For up to 30 seconds, Cell's physical prowess and chi roughly double. All of his attacks hit harder and he's much faster. Seems great, right? Well, it would be if they technique didn't take Cell's body through the wringer. Every activation of Kaio-Ken deals 2 damage to him. Additionally, after each use, Cell needs to recover, which halves his physical prowess and chi for the same amount of time that it had been doubled.
I believe that the 20 damage points is a meta-game mechanic, not an actual ingame element, so I don't think that you can apply it to moves like you did.
Also, if your stats get higher (in this case, ATK and SPD) it's a Power-Up and will need to be priced accordingly.
What you can do would be to have Cell use Kaio-Ken for a single attack or combo as a charge-up (which is included into Kaio-Ken's description, and not empowering other moves), taking some damage as a drawback. This damage should be more specific than "takes 2 damage" though - maybe "the muscles on his arms and legs ache, slowing him down for a while" or something else that has a very direct impact on Cell's performance during the fight.
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I pretty much just copied it, more or less verbatim, from an approved Move of Strazio's. But I will work on it.
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(07-03-2017, 10:40 AM)Cell Wrote: I pretty much just copied it, more or less verbatim, from an approved Move of Strazio's. But I will work on it.
Huh :frog:
Well, keep in mind that I'm anything but an expert when it comes to move approvals like that, so if someone previously approved Strazio's version and you didn't change anything essential, it may just be me and the move is perfectly fine.
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Lampad’s Torch
Paranoia (Ranged, Area Attack, Debuff) (300): Clownpiece concentrates for 5 seconds, channeling her powers of madness, before sweeping her torch out in front of her. Enemies within 20 meters who see the lunatic glow have a seed of paranoia planted in them for 15 seconds. On its own, this paranoia is too weak to do anything, and has no effect unless Clownpiece backs it up with something to inspire that paranoia. For this, she uses one of the cantrips taught by Dane during Dante's Abyss, "Ping."
With a quick moment of concentration, and a sound of some sort to go with it (be it a whisper, snap, footstep, or whatever), Clownpiece can throw that noise at a relatively flat surface within 10 meters, copying the sound where the spell hits and bouncing it off in a straight line. This process is repeated up to five times, each quieter than the last, as long as there’s a surface within 10 meters of the last bounce, creating an echoing effect. There’s approximately a 1 second delay between each bounce. On its own, this spell does absolutely nothing except sound cool. To those under the effects of her paranoia, however, this is the sound of an approaching foe, a spirit whispering in their ear, an ally trying to get their attention. The sounds spawned by Ping steal away precious seconds of their attention, fray their nerves, and just in general mess with their sanity.
This spell combo is about as draining as the other applications of her torch. She’s capable of inspiring paranoia a few times during a fight, but must be careful about overexerting. The Ping portion, however, is incredibly easy to do, with almost no noticeable energy drain. It’s just a fun little party trick, after all.
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Don't see any issues with this one. Sounds like a pretty cool move to use!
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07-04-2017, 08:30 PM
(This post was last modified: 07-05-2017, 05:48 PM by Clownpiece.)
[REDACTED]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
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Lightning Gloves (Physical Proficiency, Debuff Proficiency) 600 OM
[spoiler]Durable black gloves that fit snugly, covering the whole hand. Akihiko Sanada's weapon of choice. Can be used to punch, slap, backhand, choke, and generally do anything you could do barehanded.
Over the years they've become saturated with Akihiko's fighting spirit, imbuing them with his Persona's lighting. By taking three seconds of deep concentration during which he can't move or cast, Makoto can coat the gloves in electricity, shocking his opponents on impact. This effect lasts for 15 seconds. Opponents who receive five or more direct, undefended hits while the effect is active feel the effect of the constant electric discharge on their nervous system, making their limbs jerk unexpectedly every few seconds, decreasing their accuracy (decreases TEC). This effect lasts for ten seconds.[/spoiler]
What do you guys think of this?
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I now realize I forgot to add some pretty basic information >_>
Lightning Gloves (Physical Proficiency, Debuff Proficiency) 600 OM
[spoiler]Durable black gloves that fit snugly, covering the whole hand. Akihiko Sanada's weapon of choice. Can be used to punch, slap, backhand, choke, and generally do anything you could do barehanded.
Over the years they've become saturated with Akihiko's fighting spirit, imbuing them with his Persona's lightning. By taking four seconds of deep concentration during which he can't move or cast, Makoto can coat the gloves in electricity, which moderately shocks on impact. This effect lasts for 15 seconds, and is tiring enough to only be used three times at most per fight. Five seconds of cooldown are necessary before applying a second time.
Opponents who receive five or more direct, undefended hits while the effect is active feel the effect of the constant electric discharge on their nervous system, decreasing their fine motor skills (decreases TEC). This effect lasts for ten seconds. The debuff itself doesn't cost any additional effort to apply, as long as the above condition is met. [/spoiler]
Should be much clearer and more balanced. I think.
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