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Weiss Schnee Wrote:Cero - 600 OM. (requires ranged proficiency, area attack proficiency)
Weiss holds out her hand, and a blood red orb appears a few inches ahead of her palm. This orb gets progressively smaller, producing a steady whine, before exploding outward into a wide, destructive beam of red energy in the direction Weiss's palm points toward. This attack can be charged from between 1 to 5 seconds, with it's damage and range depending on charge time. Charging the ability for 1 second results in an attack that's likely to only cause minor damage to anyone without significantly low defense compared to Weiss's attack stat, and reaches only a total of 20 feet, while a fully charged blast can reach a total of 50 feet and is capable of causing much more significant damage if the blast fully hits..
Using this, if she's not already using her mask, causes her eyes to briefly change to black with yellow pupils.
While Weiss can be in motion while charging this attack, she can not do anything but charge the ability until she fires the shot. Thus, charging and firing after she's in the air or mid-jump is possible, for instance, but she cannot walk, dodge, or otherwise independently move her body until she fires the cero. anything that completely breaks Weiss's focus mid-charge can potentially cause the orb to blow up pre-maturely, exploding in Weiss's face as a result.
the cero's width is roughly a 5foot x 5foot cylinder, which does more damage depending on how close the target is to the center.
Bumping for visibility
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UPDATED!
Tier 1 Super move: Hellfire Explosions: (600 Om) (Requires Area Attack)
Focusing his demonic energy Dean causes an explosion of magical red and black flame, it starts at his location and moves out in a dome that covers a 50 foot (Aprox 15 meters) diameter. Charge time -3 seconds.
Driver picks the music, shotgun shuts his cake hole.
Quote:PvP FLAG: GREEN
I won't mind if you attack my character or base with little to no warning!
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Ok so I gotta pick up enhanced senses, telepathy, and debuff for it?
I guess I'll have to drop it or something. It would total 3,900 + move cost for me to get it.That's far too much of an OM investment for such a subtle move. :-(
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Edited with the changes Captain Colonol
Lightbringer (300) Requires Physical Strength
Given to Strazio by the Black Order this innocence weapon takes the form of a small white gemstone embedded in his right palm. After channeling energy into the weapon for one second, plates of silver and blue metal form around his fist to create a gauntlet. The gauntlet crackles with a light blue aura and covers his fist up to the wrist. Due to the chaotic nature of the energy present in his own body Lightbringer can only exist for a few fleeting moments before shattering into metallic shards and reverting to its crystalline form. Strazio can usually only deliver a single devastating punch with this weapon before it breaks down. Due to the dissonance between his own magick and the innocence weapon it sears the flesh on his fist while it is active. This attack can only be used every 30 seconds and each time it is more difficult to control and manifest.
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I have a feeling the proficiencies on this one are going to put me in the same place as Paul, but hey, why not try.
Bola shot (600 OM) (I think it'd need ranged attack and debuff proficiencies)
Designed to prevent escape or end a conflict really before it starts. The Sage slings a set of bolas at the target. He must build up the bolas' momentum first, which takes about three seconds, after which he can fling them at a target within range (I was thinking a max range at 40 yards, but that might need some extra swing build-up) The bolas wrap around the targets legs, entangling and tripping the target up (he doesn't use ones heavy enough to break bone). Alternatively, the sage can aim for the throat. This is a harder shot, but a hit would basically start to choke out the target. There's nothing special about these bolas, so someone with a high SPD or TEC could probably evade them as long as they had time to react.
If history is to become legend, it first must be recorded.
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Holtzman Shield (Required Area Shield Proficiency) (300 OM)
![[Image: 180?cb=20141015133548]](http://vignette2.wikia.nocookie.net/dune/images/7/7a/FilmShields.gif/revision/latest/scale-to-width-down/180?cb=20141015133548)
A defensive shield, commonly referred to as simply a shield and sometimes as a Holtzman shield, was a protective energy field that could surround the person who wore it. While in the universe Paul is from it stops all attacks moving faster than a certain speed and explodes with an atomic burst when hit with a direct energy weapon, it works differently in the Omniverse. While it can remain active for extended periods of time (up to 1 hour) it immediately shuts off and needs to recharge for about 30 seconds after use. It negates attacks with a value below 5 and reduces anything above 5 by 3 in power. Directed energy attacks (such as lasers, atomic blasters, and every ki blasts) cause the shield to short out.
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Weiss Schnee Wrote:Weiss Schnee Wrote:Cero - 600 OM. (requires ranged proficiency, area attack proficiency)
Weiss holds out her hand, and a blood red orb appears a few inches ahead of her palm. This orb gets progressively smaller, producing a steady whine, before exploding outward into a wide, destructive beam of red energy in the direction Weiss's palm points toward. This attack can be charged from between 1 to 5 seconds, with it's damage and range depending on charge time. Charging the ability for 1 second results in an attack that's likely to only cause minor damage to anyone without significantly low defense compared to Weiss's attack stat, and reaches only a total of 20 feet, while a fully charged blast can reach a total of 50 feet and is capable of causing much more significant damage if the blast fully hits..
Using this, if she's not already using her mask, causes her eyes to briefly change to black with yellow pupils.
While Weiss can be in motion while charging this attack, she can not do anything but charge the ability until she fires the shot. Thus, charging and firing after she's in the air or mid-jump is possible, for instance, but she cannot walk, dodge, or otherwise independently move her body until she fires the cero. anything that completely breaks Weiss's focus mid-charge can potentially cause the orb to blow up pre-maturely, exploding in Weiss's face as a result.
the cero's width is roughly a 5foot x 5foot cylinder, which does more damage depending on how close the target is to the center.
Bumping for visibility
Seems good. Approved
The Humble Scribe Wrote:I have a feeling the proficiencies on this one are going to put me in the same place as Paul, but hey, why not try.
Bola shot (600 OM) (I think it'd need ranged attack and debuff proficiencies)
Designed to prevent escape or end a conflict really before it starts. The Sage slings a set of bolas at the target. He must build up the bolas' momentum first, which takes about three seconds, after which he can fling them at a target within range (I was thinking a max range at 40 yards, but that might need some extra swing build-up) The bolas wrap around the targets legs, entangling and tripping the target up (he doesn't use ones heavy enough to break bone). Alternatively, the sage can aim for the throat. This is a harder shot, but a hit would basically start to choke out the target. There's nothing special about these bolas, so someone with a high SPD or TEC could probably evade them as long as they had time to react.
Ranged attack and debuff are good, this move seems pretty okay. Approved at 600 with those proficiencies.
Paul Atreides Wrote:Holtzman Shield (Required Area Shield Proficiency) (300 OM)
![[Image: 180?cb=20141015133548]](http://vignette2.wikia.nocookie.net/dune/images/7/7a/FilmShields.gif/revision/latest/scale-to-width-down/180?cb=20141015133548)
A defensive shield, commonly referred to as simply a shield and sometimes as a Holtzman shield, was a protective energy field that could surround the person who wore it. While in the universe Paul is from it stops all attacks moving faster than a certain speed and explodes with an atomic burst when hit with a direct energy weapon, it works differently in the Omniverse. While it can remain active for extended periods of time (up to 1 hour) it immediately shuts off and needs to recharge for about 30 seconds after use. It negates attacks with a value below 5 and reduces anything above 5 by 3 in power. Directed energy attacks (such as lasers, atomic blasters, and every ki blasts) cause the shield to short out.
I'm not sure what you're talking about value? Do you mean all attacks from players with an ATK of 5 or higher? And also, having a shield for an hour is an absurd amount of time and would need a lot of caveats.
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So, I want to use the same thing for my Tier 2 Power Up, just change the stats.:
Cursed Seals:
Cursed, one is granted extreme enhancements and destructive power comparable to those of Sage Mode. The seal eats away at the user's own chakra to sustain its activated state and can cause possibly fatal consequences. As long as the user has sufficient chakra to sustain the state, he or she would then obtain additional chakra to perform skills they would have otherwise been incapable of due to exhaustion. Prolonged usage of the cursed seal can corrode both the body and mind of the user due to Orochimaru's chakra being present, making them more susceptible to his influence.
Cursed Seal of Heaven
Tier 1 Power-Up(1SP per post) – 1000 OM
(1st Stage Unlocked)
[spoiler] ![[Image: -Sasuke-Uchiha-naruto-shippuuden-35195267-500-281.gif]](http://i93.photobucket.com/albums/l42/L0rd_dingaling/-Sasuke-Uchiha-naruto-shippuuden-35195267-500-281.gif) [/spoiler]
[spoiler] ![[Image: giphy%208.gif]](http://i93.photobucket.com/albums/l42/L0rd_dingaling/giphy%208.gif) [/spoiler]
ATK: 3+2 = 5
DEF: 1+2 = 3
SPD: 4+1 = 5
TEC: 5+0 = 5
Like all cursed seals, the user receives an increased performance in overall combat ability as chakra levels and physical capabilities are pushed past normal human limitations once the seal becomes active. When activated, the cursed seal forcefully absorbs part of Sasuke's chakra, replacing it with Orochimaru's senjutsu chakra which covers his body with a flame-like pattern, granting him enhanced chakra and physical capacity. His aura, which is normally a light azure color, shifts to dramatically darker, almost black shade of cobalt.
Drawbacks: As a negative effect, prolonged usage of the seal causes Sasuke's body immense pain. Its chakra also twists and darkens Sasuke's personality, which can cause him to perform malevolent actions with no remorse that would otherwise be uncharacteristic of the Uchiha youth.
I want to do the same thing for my Tier 2 power up. The stats will be as follows:
ATK: 3+3 = 6
DEF: 1+3 = 4
SPD: 4+2 = 6
TEC: 5+2 = 7
---
Also, I want to purchase a Tier 2 Super Defence:
Chidori Current:
This is a ninjutsu developed by Sasuke Uchiha through the manipulation of his Chidori. By releasing the Chidori in every direction, an electrical discharge flows from the user's entire body allowing him to affect multiple enemies. When using this attack on a great number of enemies at once, it can effectively double as an instant defence, expelling electrical chakra from his body and deflecting all incoming attacks. The body of the person touched by the Chidori will misinterpret the lightning nature as "electrical signals from the nerves", making its muscles contract. This causes the body to involuntarily go stiff while at the same time receive damage. This attack can also be channelled through the ground to increase the range of the attack, but generally produces a radius of 15 feet.
Dante's Abyss 2015
GRAND CHAMPION
Mark Twain Wrote:"The difference between the right word and the almost right word is the difference between lightning and a lightning bug."
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So what I was saying was:
It can remain active for an hour, but the first time it comes into contact with something, it goes "poof" for a bit before it can be used again. Would you rather it be a short, active, thing rather than a passive "save your butt once" thing? (Totally willing to change it)
I was saying attacks made by characters who have an attack value of 5 or higher basically can bypass it, weakening the attack rather than the attack saving Paul (the attack delivered against Paul would be like it was 2 lower). I just kind of arbitrarily selected 5. Could be 4? If it was lower than that- the first attack doesn't hurt Paul but secondary effects (like poison, or freezing, or whatever) would still work so long as they are not contingent on injury.
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Dean Winchester Wrote:UPDATED!
Tier 1 Super move: Hellfire Explosions: (600 Om) (Requires Area Attack)
Focusing his demonic energy Dean causes an explosion of magical red and black flame, it starts at his location and moves out in a dome that covers a 50 foot (Aprox 15 meters) diameter. Charge time -3 seconds.
You good, hombre.
Sasuke Uchiha Wrote:So, I want to use the same thing for my Tier 2 Power Up, just change the stats.:
Cursed Seals:
Cursed, one is granted extreme enhancements and destructive power comparable to those of Sage Mode. The seal eats away at the user's own chakra to sustain its activated state and can cause possibly fatal consequences. As long as the user has sufficient chakra to sustain the state, he or she would then obtain additional chakra to perform skills they would have otherwise been incapable of due to exhaustion. Prolonged usage of the cursed seal can corrode both the body and mind of the user due to Orochimaru's chakra being present, making them more susceptible to his influence.
Cursed Seal of Heaven
Tier 1 Power-Up(1SP per post) – 1000 OM
(1st Stage Unlocked)
[spoiler] ![[Image: -Sasuke-Uchiha-naruto-shippuuden-35195267-500-281.gif]](http://i93.photobucket.com/albums/l42/L0rd_dingaling/-Sasuke-Uchiha-naruto-shippuuden-35195267-500-281.gif) [/spoiler]
[spoiler] ![[Image: giphy%208.gif]](http://i93.photobucket.com/albums/l42/L0rd_dingaling/giphy%208.gif) [/spoiler]
ATK: 3+2 = 5
DEF: 1+2 = 3
SPD: 4+1 = 5
TEC: 5+0 = 5
Like all cursed seals, the user receives an increased performance in overall combat ability as chakra levels and physical capabilities are pushed past normal human limitations once the seal becomes active. When activated, the cursed seal forcefully absorbs part of Sasuke's chakra, replacing it with Orochimaru's senjutsu chakra which covers his body with a flame-like pattern, granting him enhanced chakra and physical capacity. His aura, which is normally a light azure color, shifts to dramatically darker, almost black shade of cobalt.
Drawbacks: As a negative effect, prolonged usage of the seal causes Sasuke's body immense pain. Its chakra also twists and darkens Sasuke's personality, which can cause him to perform malevolent actions with no remorse that would otherwise be uncharacteristic of the Uchiha youth.
I want to do the same thing for my Tier 2 power up. The stats will be as follows:
ATK: 3+3 = 6
DEF: 1+3 = 4
SPD: 4+2 = 6
TEC: 5+2 = 7
---
Also, I want to purchase a Tier 2 Super Defence:
Chidori Current:
This is a ninjutsu developed by Sasuke Uchiha through the manipulation of his Chidori. By releasing the Chidori in every direction, an electrical discharge flows from the user's entire body allowing him to affect multiple enemies. When using this attack on a great number of enemies at once, it can effectively double as an instant defence, expelling electrical chakra from his body and deflecting all incoming attacks. The body of the person touched by the Chidori will misinterpret the lightning nature as "electrical signals from the nerves", making its muscles contract. This causes the body to involuntarily go stiff while at the same time receive damage. This attack can also be channelled through the ground to increase the range of the attack, but generally produces a radius of 15 feet.
Transformation s'good to go.
Chidori Current — Can't damage and defend at the same time. Either or. Pick one.
"Hold on a second, I have a call..."
"Yes, this is Wesker. Go ahead."
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And now, some of my own.
Screen Divide: Rain (Requires: Ranged Proficiency, Area Attack Proficiency) -- 300 OM
Colonel charges his saber to critical levels over a period of six seconds, causing it to crackle and spark with electricity and glow a much brighter, deeper shade of green. When fully charged, he will thrust the blade toward the sky, releasing a powerful bolt of sizzling energy skyward. At approximately eighteen meters in height, it explodes into a shower of smaller bolts of energy, similar in appearance to the blade of Colonel's saber, raining down across an area fifteen meters in diameter, with a localized two-meter wide area centered on Colonel's position where none will fall. Each of these individual bolts that rain down does only moderate damage on its own, but their sheer number -- approximately 80 bolts of energy in all -- makes dodging them all difficult.
Charge Shot (Requires: Ranged Proficiency) -- 300 OM
An upgrade to the standard Colonel Buster, incorporated by studying Megaman.EXE's combat data. Funneling a charge similar to a Screen Divide as normally — taking roughly three seconds — it is discharged through the buster as opposed to the blade, letting loose a burst of green energy roughly one foot in diameter, trailing a meter-long trail of excess energy. It reaches approximately thirty meters before beginning to lose power and fizzles out entirely after forty meters. Upon impact, it produces a moderately-sized explosion, but only the initial blast itself deals any real damage.
Induct Missile (Requires: Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency, Homing Proficiency) -- 900 OM
Holding out his hand, over a period of three seconds Colonel summons forth a weapon reminiscent of his Colonel Cannon, but with multiple, smaller barrels. Raising it toward the sky, he fires a volley of three missiles. After rocketing fifty meters upward over the course of ten seconds, the projectiles begin their descent back toward the earth, actively tracking a specifically-designated target. Upon impact, whether with their target or an obstacle, one of three payloads is activated:
Incendiary missiles explode in a six meter wide blast of liquid fire, causing damage over a wide area but sacrificing direct damage for splash potential, and leaving intense flames in their wake. Upon contact with anything, the flames will burn intensely and persistently for several minutes before burning out, unless smothered beforehand.
High-explosive missiles release a three-meter wide blast of devastating explosive force, capable of blowing huge holes in the ground or walls, or inflicting great damage on the target they strike.
Concussive missiles release a devastating sonic blast upon impact across a ten meter area, inflicting little direct damage but capable of hurling targets through the air and virtually deafening anything caught in the blast zone for up to ten seconds.
After firing a volley of missiles, the weapon is dismissed, and must 'reload' for a period of thirty seconds before it may be recalled for another use. In addition to this, Colonel must remain stationary for the duration of summoning and firing the weapon, leaving him terribly open to interruption in such time.
"Hold on a second, I have a call..."
"Yes, this is Wesker. Go ahead."
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Colonel Wrote:Mickey:
[spoiler]Mickey Mouse Wrote:Re: Steamboat Willie, because last time I quoted Colonel's post the thread broke
Colonel, 's the move still cool if it's a 30 second charge time?
am sorry mouse man pls forgive for breaking thread :froggonk:
And yeah, move'd still be plenty good at 30 seconds.[/spoiler]
Jessica Jones:
[spoiler]Jessica Jones Wrote:E-11 Blaster Rifle (300 OM)
Stolen off of Jessica's first Omniverse pal, Trey the Stormtrooper, the E-11 Blaster Rifle is the standard issue armament for most servants of Coruscant's evil Empire. Manufactured by BlasTech Industries, this weapon normally has two modes (lethal and stun) but due to the damage it endured during the original fight between Jessica and Trey, it only retains its lethal mode at the current time. It has automatic fire, but the laser blasts themselves are not powerful enough to kill a person on the impact of just one. It would require several hits to successfully down an enemy. It is also deceptively hard to aim.
(Requires Ranged Proficiency)
Gonna need the usual info there, friend. Rate of fire, effective range, clip size, and reload time.[/spoiler]
E-11 Blaster Rifle (300 OM)
Stolen off of Jessica's first Omniverse pal, Trey the Stormtrooper, the E-11 Blaster Rifle is the standard issue armament for most servants of Coruscant's evil Empire. Manufactured by BlasTech Industries, this weapon normally has two modes (lethal and stun) but due to the damage it endured during the original fight between Jessica and Trey, it only retains its lethal mode at the current time. It has automatic fire shooting at about one bolt per second, but the laser blasts themselves are not powerful enough to kill a person on the impact of just one. It would require several hits to successfully down an enemy. It is also deceptively hard to aim, especially at any range over 5 meters. Since this is an energy-based weapon, it has no clips; it simply will overheat after about 50 shots, and requires thirty seconds to recharge.
That sufficient?
Also, a few for Mickey.
Fire (300 OM)
One of the elemental spells learned during his time studying with Yen Sid, casting Fire allows Mickey to shoot fireballs from the tip of his keyblade. They are very slow-shooting (there's an approximate wait time of five seconds before he's able to shoot another) and are difficult to aim at long range. They do not home. If they travel too far, approximately five meters, without hitting someone, they will simple disappear. (Ranged Attack Proficiency)
Blizzard (600 OM)
Another of Yen Sid's elemental spells, Mickey casts Blizzard and a cone of ice crystals is released from the tip of his Keyblade. These ice crystals can freeze an enemy in place if they have a lower DEF than Mickey's ATK. The time they're frozen is approximately five seconds, or when they are hit by another attack. The cone, however, only extends about two meters in front of Mickey. (Requires Ranged Attack Proficiency, Debuff Proficiency)
Thunder (600 OM)
Also an elemental spell taught by Yen Sid, Thunder allows Mickey to call upon the power of lightning bolts to damage an enemy. These lightning bolts come from the sky, and can be summoned to any location within ten feet of Mickey Mouse. Once they have been summoned, they cannot be further aimed, and may be dodged by a quick-footed enemy. If they score a hit, it is possible to stun the opponent for two seconds, with them remaining disoriented for ten to fifteen seconds after, depending on their DEF in relation to Mickey's ATK. (Requires Ranged Attack Proficiency, Ranged Materialize Proficiency, Debuff Proficiency)
And lastly for now, but certainly not least:
Magic Lamp (1500 OM, 2 SP per post)
While traveling in the Endless Dunes, Mickey Mouse stumbled upon a Magic Lamp originally belonging to one of his subjects, Aladdin. Inside the lamp, the King discovered another one of his subjects taking up residence: a magic Genie. The Genie is an optimistic, cheerful, jovial fellow, whose larger-than-life personality and exceptional magical abilities can be used to assist Mickey in battle if the need arises.
Genie (Tier 2 Assist)
ATK: 3
DEF: 0
SPD: 2
TEC: 5
Moves
Showtime: Genie's most ferocious attack, the apparition yells "SHOWTIME!" and shocks any enemies within a five-foot radius of himself and uses the electrical surges to make them do a little dance. This damages them but has no lasting effects on them afterward, except to make them wonder if they should perhaps abandon villainy for a life at the ballet. (300 OM) (Requires Ranged Attack Proficiency)
Friend Like Me: Genie utilizes his skills as a shapeshifter to transform into a 'Genie-fied' version of Mickey or one of his allies and distract enemies by fighting them as him. If transforming into Mickey, the Genie can also mimic the mouse's moves. Generally, Genie focuses his efforts on one opponent at a time. The distraction, mechanically, can be treated as a debuff. (300 OM) (Debuff Proficiency)*
* Note: the Mimic'ing aspect of this move is supported by this rule, for reference, since he's only mimic'ing Mickey:
Quote:Assist characters have access to all of your Proficiencies, Powers and Moves.
Three Wishes (Tier 2 Utility Super Move): Using his magic powers, Genie can freeze three opponents of equal or lower TEC to him in place for approximately thirty seconds. They are still aware of everything happening around them, and the stop magic will be broken if they are attacked at any point. This is mostly utilized to let Mickey and his opponents escape an oncoming attack, try and flee, or in general have a breather to rest or charge their own attacks. This does no damage. (800 OM, 2 SP per use) (Requires Debuff Proficiency)
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Paul Atreides Wrote:So what I was saying was:
It can remain active for an hour, but the first time it comes into contact with something, it goes "poof" for a bit before it can be used again. Would you rather it be a short, active, thing rather than a passive "save your butt once" thing? (Totally willing to change it)
I was saying attacks made by characters who have an attack value of 5 or higher basically can bypass it, weakening the attack rather than the attack saving Paul (the attack delivered against Paul would be like it was 2 lower). I just kind of arbitrarily selected 5. Could be 4? If it was lower than that- the first attack doesn't hurt Paul but secondary effects (like poison, or freezing, or whatever) would still work so long as they are not contingent on injury.
OOOOH that makes so much more sense. Yeah make it a shorter active thing because that would increase the shields strength. Also, we generally don't like to use concrete numbers here so a better description would be "It severely decreases the momentum of *blank number of attacks* to make them effectively nullified" or however you'd like the move to be. If you REALLY want a number i'd probably add more caveats in order to let it be 5 ATK or less.
Colonel Wrote:And now, some of my own.
Screen Divide: Rain (Requires: Ranged Proficiency, Area Attack Proficiency) -- 300 OM
Colonel charges his saber to critical levels over a period of six seconds, causing it to crackle and spark with electricity and glow a much brighter, deeper shade of green. When fully charged, he will thrust the blade toward the sky, releasing a powerful bolt of sizzling energy skyward. At approximately eighteen meters in height, it explodes into a shower of smaller bolts of energy, similar in appearance to the blade of Colonel's saber, raining down across an area fifteen meters in diameter, with a localized two-meter wide area centered on Colonel's position where none will fall. Each of these individual bolts that rain down does only moderate damage on its own, but their sheer number -- approximately 80 bolts of energy in all -- makes dodging them all difficult.
Charge Shot (Requires: Ranged Proficiency) -- 300 OM
An upgrade to the standard Colonel Buster, incorporated by studying Megaman.EXE's combat data. Funneling a charge similar to a Screen Divide as normally — taking roughly three seconds — it is discharged through the buster as opposed to the blade, letting loose a burst of green energy roughly one foot in diameter, trailing a meter-long trail of excess energy. It reaches approximately thirty meters before beginning to lose power and fizzles out entirely after forty meters. Upon impact, it produces a moderately-sized explosion, but only the initial blast itself deals any real damage.
Induct Missile (Requires: Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency, Homing Proficiency) -- 900 OM
Holding out his hand, over a period of three seconds Colonel summons forth a weapon reminiscent of his Colonel Cannon, but with multiple, smaller barrels. Raising it toward the sky, he fires a volley of three missiles. After rocketing fifty meters upward over the course of ten seconds, the projectiles begin their descent back toward the earth, actively tracking a specifically-designated target. Upon impact, whether with their target or an obstacle, one of three payloads is activated:
Incendiary missiles explode in a six meter wide blast of liquid fire, causing damage over a wide area but sacrificing direct damage for splash potential, and leaving intense flames in their wake. Upon contact with anything, the flames will burn intensely and persistently for several minutes before burning out, unless smothered beforehand.
High-explosive missiles release a three-meter wide blast of devastating explosive force, capable of blowing huge holes in the ground or walls, or inflicting great damage on the target they strike.
Concussive missiles release a devastating sonic blast upon impact across a ten meter area, inflicting little direct damage but capable of hurling targets through the air and virtually deafening anything caught in the blast zone for up to ten seconds.
After firing a volley of missiles, the weapon is dismissed, and must 'reload' for a period of thirty seconds before it may be recalled for another use. In addition to this, Colonel must remain stationary for the duration of summoning and firing the weapon, leaving him terribly open to interruption in such time.
Screen Divide: Rain- Is this move inaccurate or what relative accuracy does it have. (Mostly asking cause 80 is a big number)
Charge Shot- approved at 300
Induct Missle- Seems properly balanced and capable with your ATK considering.Approved at 900
Side Note- Leaving Mickey for Colonel since he was working on Mickey's earlier moves
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So something like this:
Holtzman Shield (Required Area Shield Proficiency) (300 OM)
![[Image: 180?cb=20141015133548]](http://vignette2.wikia.nocookie.net/dune/images/7/7a/FilmShields.gif/revision/latest/scale-to-width-down/180?cb=20141015133548)
A defensive shield, commonly referred to as simply a shield and sometimes as a Holtzman shield, was a protective energy field that could surround the person who wore it. While in the universe Paul is from it stops all attacks moving faster than a certain speed (about 2 mph) and explodes with an atomic burst when hit with a direct energy weapon, it works differently in the Omniverse. While it can remain active for about 5 minutes at a time but immediately shuts off after it blocks an attack. Then it needs to recharge for about 1 minute after use. It shields him from weak attacks and dampens the effect of strong (attack 5 or above) attacks greatly. Directed energy attacks (such as lasers, atomic blasters, and every ki blasts) cause the shield to short out.
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Edit: Can you make the cool down slightly longer cause it's fairly strong
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Awesome! I'll buy it.
Edit: Changed to 1 min recharge (as per chat discussion).
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I would like to purchase this as a Teri 1 Super Defense
Santen Kesshun (三天結盾, Three Sacred Links Shield)- : is Orihime's defensive technique. It repels attacks by placing a shield between the enemy and Orihime. The incantation arranges three spirits Hinagiku, Lily, and Baigon into a triangle which has the ability to repel the "outer shield." Because the barrier rejects negative events, it can also function as an airbag of sorts, allowing Orihime and anyone else nearby to survive a potentially lethal fall unharmed. Orihime is also able to shape Santen Kesshun into a dome-shaped barrier large enough to easily hold herself and other individuals. It takes roughly half a second to activate and when Orihime chooses, the shield will either simply dissipate, or explode outwards, damaging anyone nearby at the cost of more energy.
Orihime can maintain the shield indefinitely and with relative ease, until met with opposition.The more force her defenses are met with, the harder they are to maintain and more energy it costs to do so. It's roughly 4 feet wide and 6 feet in length when in triangle form, and can hold no more than 3 people when in dome form.
Halo Energy Sword: 300 (???)OM This was my weapon in the Graveyardverse ![[Image: fcb79207-4b27-4304-8e02-627d5f955f18_zpsmlvygra3.png]](http://i1055.photobucket.com/albums/s518/JewPanda1/Mobile%20Uploads/fcb79207-4b27-4304-8e02-627d5f955f18_zpsmlvygra3.png)
The Type-1 Energy Weapon/Sword consists of a curved hilt, housing an energy storage module and a device for projecting the plasma which forms the blade. The actual blade is composed of two partially ionized 'blades' of free moving electron based gas held in a blade-like form by two small magnetic-field generators built into the handle of the weapon. This forms and contains the oval shaped, ionized blades for which the weapon is recognized. The battery's energy is reduced for each successful strike. Each killing strike from the sword will drain the battery by 10% of its energy. Once the battery power is fully depleted, the sword will deactivate unless recharged
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Orihime Inoue Wrote:I would like to purchase this as a Teri 1 Super Defense
Santen Kesshun (三天結盾, Three Sacred Links Shield)- : is Orihime's defensive technique. It repels attacks by placing a shield between the enemy and Orihime. The incantation arranges three spirits Hinagiku, Lily, and Baigon into a triangle which has the ability to repel the "outer shield." Because the barrier rejects negative events, it can also function as an airbag of sorts, allowing Orihime and anyone else nearby to survive a potentially lethal fall unharmed. Orihime is also able to shape Santen Kesshun into a dome-shaped barrier large enough to easily hold herself and other individuals. It takes roughly half a second to activate and when Orihime chooses, the shield will either simply dissipate, or explode outwards, damaging anyone nearby at the cost of more energy.
Orihime can maintain the shield indefinitely and with relative ease, until met with opposition.The more force her defenses are met with, the harder they are to maintain and more energy it costs to do so. It's roughly 4 feet wide and 6 feet in length when in triangle form, and can hold no more than 3 people when in dome form.
Halo Energy Sword: 300 (???)OM This was my weapon in the Graveyardverse![[Image: fcb79207-4b27-4304-8e02-627d5f955f18_zpsmlvygra3.png]](http://i1055.photobucket.com/albums/s518/JewPanda1/Mobile%20Uploads/fcb79207-4b27-4304-8e02-627d5f955f18_zpsmlvygra3.png)
The Type-1 Energy Weapon/Sword consists of a curved hilt, housing an energy storage module and a device for projecting the plasma which forms the blade. The actual blade is composed of two partially ionized 'blades' of free moving electron based gas held in a blade-like form by two small magnetic-field generators built into the handle of the weapon. This forms and contains the oval shaped, ionized blades for which the weapon is recognized. The battery's energy is reduced for each successful strike. Each killing strike from the sword will drain the battery by 10% of its energy. Once the battery power is fully depleted, the sword will deactivate unless recharged
For the Super Defense, take out the part that says "stronger attacks take more energy" and go with "blocks a t1 or lower." just makes more sense. Also Blocking 3 people in dome form with a t1 seems super ineffective, I would say it could probably block 2 people from an AOE super but not 3. Also if you wish to keep dome form this will cost 1200 OM
Energy Sword- How long does it take to recharge?
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Mickey Mouse Wrote:Colonel Wrote:Mickey:
[spoiler]Mickey Mouse Wrote:Re: Steamboat Willie, because last time I quoted Colonel's post the thread broke
Colonel, 's the move still cool if it's a 30 second charge time?
am sorry mouse man pls forgive for breaking thread :froggonk:
And yeah, move'd still be plenty good at 30 seconds.[/spoiler]
Jessica Jones:
[spoiler]Jessica Jones Wrote:E-11 Blaster Rifle (300 OM)
Stolen off of Jessica's first Omniverse pal, Trey the Stormtrooper, the E-11 Blaster Rifle is the standard issue armament for most servants of Coruscant's evil Empire. Manufactured by BlasTech Industries, this weapon normally has two modes (lethal and stun) but due to the damage it endured during the original fight between Jessica and Trey, it only retains its lethal mode at the current time. It has automatic fire, but the laser blasts themselves are not powerful enough to kill a person on the impact of just one. It would require several hits to successfully down an enemy. It is also deceptively hard to aim.
(Requires Ranged Proficiency)
Gonna need the usual info there, friend. Rate of fire, effective range, clip size, and reload time.[/spoiler]
E-11 Blaster Rifle (300 OM)
Stolen off of Jessica's first Omniverse pal, Trey the Stormtrooper, the E-11 Blaster Rifle is the standard issue armament for most servants of Coruscant's evil Empire. Manufactured by BlasTech Industries, this weapon normally has two modes (lethal and stun) but due to the damage it endured during the original fight between Jessica and Trey, it only retains its lethal mode at the current time. It has automatic fire shooting at about one bolt per second, but the laser blasts themselves are not powerful enough to kill a person on the impact of just one. It would require several hits to successfully down an enemy. It is also deceptively hard to aim, especially at any range over 5 meters. Since this is an energy-based weapon, it has no clips; it simply will overheat after about 50 shots, and requires thirty seconds to recharge.
That sufficient?
Also, a few for Mickey.
Fire (300 OM)
One of the elemental spells learned during his time studying with Yen Sid, casting Fire allows Mickey to shoot fireballs from the tip of his keyblade. They are very slow-shooting (there's an approximate wait time of five seconds before he's able to shoot another) and are difficult to aim at long range. They do not home. If they travel too far, approximately five meters, without hitting someone, they will simple disappear. (Ranged Attack Proficiency)
Blizzard (600 OM)
Another of Yen Sid's elemental spells, Mickey casts Blizzard and a cone of ice crystals is released from the tip of his Keyblade. These ice crystals can freeze an enemy in place if they have a lower DEF than Mickey's ATK. The time they're frozen is approximately five seconds, or when they are hit by another attack. The cone, however, only extends about two meters in front of Mickey. (Requires Ranged Attack Proficiency, Debuff Proficiency)
Thunder (600 OM)
Also an elemental spell taught by Yen Sid, Thunder allows Mickey to call upon the power of lightning bolts to damage an enemy. These lightning bolts come from the sky, and can be summoned to any location within ten feet of Mickey Mouse. Once they have been summoned, they cannot be further aimed, and may be dodged by a quick-footed enemy. If they score a hit, it is possible to stun the opponent for two seconds, with them remaining disoriented for ten to fifteen seconds after, depending on their DEF in relation to Mickey's ATK. (Requires Ranged Attack Proficiency, Ranged Materialize Proficiency, Debuff Proficiency)
And lastly for now, but certainly not least:
Magic Lamp (1500 OM, 2 SP per post)
While traveling in the Endless Dunes, Mickey Mouse stumbled upon a Magic Lamp originally belonging to one of his subjects, Aladdin. Inside the lamp, the King discovered another one of his subjects taking up residence: a magic Genie. The Genie is an optimistic, cheerful, jovial fellow, whose larger-than-life personality and exceptional magical abilities can be used to assist Mickey in battle if the need arises.
![[Image: t5j6vo.png]](http://i64.tinypic.com/t5j6vo.png)
Genie (Tier 2 Assist)
ATK: 3
DEF: 0
SPD: 2
TEC: 5
Moves
Showtime: Genie's most ferocious attack, the apparition yells "SHOWTIME!" and shocks any enemies within a five-foot radius of himself and uses the electrical surges to make them do a little dance. This damages them but has no lasting effects on them afterward, except to make them wonder if they should perhaps abandon villainy for a life at the ballet. (300 OM) (Requires Ranged Attack Proficiency)
Friend Like Me: Genie utilizes his skills as a shapeshifter to transform into a 'Genie-fied' version of Mickey or one of his allies and distract enemies by fighting them as him. If transforming into Mickey, the Genie can also mimic the mouse's moves. Generally, Genie focuses his efforts on one opponent at a time. The distraction, mechanically, can be treated as a debuff. (300 OM) (Debuff Proficiency)*
* Note: the Mimic'ing aspect of this move is supported by this rule, for reference, since he's only mimic'ing Mickey:
Quote:Assist characters have access to all of your Proficiencies, Powers and Moves.
Three Wishes (Tier 2 Utility Super Move): Using his magic powers, Genie can freeze three opponents of equal or lower TEC to him in place for approximately thirty seconds. They are still aware of everything happening around them, and the stop magic will be broken if they are attacked at any point. This is mostly utilized to let Mickey and his opponents escape an oncoming attack, try and flee, or in general have a breather to rest or charge their own attacks. This does no damage. (800 OM, 2 SP per use) (Requires Debuff Proficiency)
EE-11 Blaster Rifle — You good on that'un, Hoss.
Fire — Burn 'em up, mouse man.
Blizzard — One quick question. Can the targets break the ice they're frozen in on their own power, if they're sufficiently strong?
Thunder — Zappity zap. Approved at 300, as was mentioned in the mchat.
Magic Lamp/Genie — Fantastic. Approved!
Showtime — Would also need Area Attack, if it can effect the entire five foot radius around himself. Approved either way, though!
Friend Like Me — Changing shape to such an extent would require Shapeshifting, especially as the intent is to confuse and distract enemies. Move is fine, though. And obviously, anyone with Insight and enough TEC would know pretty easily it isn't really Mickey and lessen the effect. Just stating that for the record; paperwork and all.
Three Wishes — This one....seems about right. Something about it doesn't seem quite right to me, but I can't place my finger quite on what, exactly... :psy: Ah well. Unless someone else can spot what it is that's bugging me, it's approved for now.
"Hold on a second, I have a call..."
"Yes, this is Wesker. Go ahead."
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@Colonel it could act as a Super Defense effectively even though it's a utility
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