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(03-19-2016, 08:47 AM)Strazio Rockwell Wrote: (03-17-2016, 06:40 PM)Ezrihel Wrote: High Frequency O Katana (requires Physical Strength) – 300 OM
The high-frequency O Katana is an O Katana reinforced by a powerful alternating current and resonated at extremely high frequencies. This oscillation helps to weaken the molecular bonds of anything it cuts, thereby increasing its cutting ability. Striking, cutting, and thrusting attacks can be performed with the blade, with the sharpened edge and point used for lethal attacks, and the blunt edge can used to inflict crude blunt damage.
The blade itself is a 36” long tempered high carbon spring steel blade, made to withstand enormous amounts of pressure from both striking and bending. The tempered blade can withstand being bent upwards of 55 degrees without having its integrity weakened. The total length and weight of the sword is 49” and 48oz, making the handle a comfortable 13” long, allowing for a reliable two handed grip. This sword is stored in a black lacquered wood scabbard and secured on the left hip, making for easy access.
High Frequency O Katana - So is looks like you're trying to make a super sharp "cuts through everything like butter" katana. Which is fine, but without any drawbacks the blade won't be very powerful and its strength will be based off your ATK. Perhaps adding an on/off feature with a drawback will achieve the effect you're looking for? As it stands it would be about as strong as a regular katana. Yes, I expected the blade to be based off my ATK stat and whatnot, sorry for not mentioning it, as I thought it was obvious? (not being smart, I didn't know I had to specify that it was based on my attack, I thought every offensive move was inherently based on ATK.) I have an idea for it though, as a drawback. Not sure if it's what you meant by drawback, but I'll give it a shot.
- Edited version-
High Frequency O Katana (requires Physical Strength) – 300 OM
The high-frequency O Katana is an O Katana reinforced by a powerful alternating current and resonated at extremely high frequencies. This oscillation helps to weaken the molecular bonds of anything it cuts, thereby increasing its cutting ability. Striking, cutting, and thrusting attacks can be performed with the blade, with the sharpened edge and point used for lethal attacks, and the blunt edge can used to inflict crude blunt damage.
The blade itself is a 36” long tempered high carbon spring steel blade, made to withstand enormous amounts of pressure from both striking and bending. The tempered blade can withstand being bent upwards of 55 degrees without having its integrity weakened. The total length and weight of the sword is 49” and 48oz, making the handle a comfortable 13” long, allowing for a reliable two handed grip. This sword is stored in a black lacquered wood scabbard and secured on the left hip, making for easy access.
This blade must be charged via being completely sheathed. At full charge the blade has enough energy to power ten strikes at full ATK potential. With each hit the sword grows 10% weaker until the charge has completely worn off. If the wielder uses all ten strikes, without re-charging the weapon during the course of the fight, the blade "evaporates" and cannot be used until the user has finished the fight, whether through escape, victory, defeat or death. In total the blade takes five minutes to charge, or thirty seconds per strike. This sword is best used with the Iaido/Iaijutsu style of fighting.
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(03-19-2016, 03:35 PM)Dr. McNinja Wrote: Chain-Chuks (Requires Physical Strength) - 300 OM
[spoiler] [/spoiler]
Dr. McNinja arms himself with chainsaw nunchuks. In one swing, the range is about 2.5 meters. This special weapon can only be held for 30 seconds before it sputters out of gasoline. They are also pretty heavy (about 5 kg each chainsaw) which means that the attack speed is lower, which means you can see it coming more easily. The weapon is difficult to block, while easy to dodge. He only carries one set at any given time, which means that 1) if the weapon is damaged or lost during a fight, he cannot summon any more and 2) putting the chain-chuks away does not reset the gas levels.
KITE. (Requires Master Acrobat, Flight) - 300 OM
[spoiler] [/spoiler]
Doc summons a corpse of a pterodactyl onto his back. The process of preparing this move lasts 5 seconds. He then uses it as a kite to fly around, and he is able to retract and extend the pterodactyl's wings to change his course at any time. He may not use any other Moves while flying, unless otherwise specified.
Nightshade Strike (Requires Physical Strength, Stealth, Debuff) - 300 OM
[spoiler] [/spoiler]
If he is stealthed and within arm's length of the target, Dr. McNinja can swiftly squeeze a crucial pressure point between the neck and left shoulder, stunning the target for 5 seconds. Doc becomes unstealthed every time he uses this move. However, the specific area (as shown in the picture) must be exposed. If the target has any defenses in that area whatsoever, or if Doc is detected, the Strike will fail and he will be unstealthed anyway.
Tier 1 Super Attack: Moon Laser (Requires Area Attack, Communicator, Ranged, Ranged Materialize) - 600 OM
[spoiler] [/spoiler]
Dr. McNinja summons the Moon Laser used by the McNinjaverse's Dracula. The Moon Laser aims at the coordinates of Doc's Comm. Doc cannot set the coordinates himself; the Laser will only lock onto the coordinates of his device. Once it has locked on to those coordinates, it will not keep track of the Comm's location. After 20 seconds, the laser will fire. The laser itself has a direct impact radius of 2 meters, in which the laser will do full damage, but can also inflict half damage to any within a 5 meter radius. The laser itself is one quick burst.
I underlined revisions.
About "Kite", so this would be RP fodder? Can I buy it for 0 OM? (That's a thing, right?) And I'm guessing it's not okay to have a move which is a gimped version of Flight without having bought Flight.
Chain-chucks - change "and he cannot summon anymore" to "he cannot summon anymore during battle" and it is good to go.
Nightsahde Strike - APPROVED
Moon Laser - looks good to me, you don't need range materialize since it targets yourself. Though I will say as a personal note, I think you might not want to make it so difficult to target because that seems like it would be a bitch to write, especially versus speedy characters. APPROVED (unless you want to alter it)
Kite - I mean if you want to limit your flight in such a way that is more power to you, I'm just saying if you have flight you don't need a move to do that. As you said you can of course create a fodder move so opponents know you can't fly the normal way with the flight power. And you are correct, you cannot have a gimped version of flight as a move without having flight. I think some characters have hover moves, but I don't remember the precedence on how powerful they can be, but I believe they are usually severaly limited and can only be above the ground so far.
(03-19-2016, 04:55 PM)Red-Hood Wrote: Lazarus' Blessing- Tier 1 power up (1000 OM)
Leftover energy from the Lazarus pit causes a green hue to encompass Red Hood ,causing him to become stronger, faster and slightly more durable.
ATK:+2
DEF:+1
SPD:+2
TEC:N/A
((I meant to put plus two on speed woops lol))
Lazarus Blessing - APPROVED
(03-20-2016, 12:26 AM)The Humble Sage Wrote: Perturbing Strike (300 OM, Debuff and Physical requirements)
The sage swiftly strikes a foe on the side of the head, aiming for the temple. (most likely with his dueling cane.) The target is briefly stunned, for basically a quarter second, and then there is a ringing that persists for approximately a minute and a half. The person struck will be able to function for the most part without effect, however they will have difficulty focusing intently on anything that requires concentrated effort. Those who are particularly resilient will likely be unaffected, (def 4 or above would completely ignore I'd say.) and while it makes focusing harder it in no way prevents them if they are determined to power through.
Perturbing Strike - You mention you can use a dueling cane, does this alter the move in any way (even if it adds just a small bit of reach), or is it just for flavor? I would remove the portion about def 4 and above ignoring it, that is a bit too gamey. The move's effectiveness would vary based upon your ATK and TEC vs the opponent's DEF and other mitigating factors. So I'm understanding the move correctly, you basically smack them on the side of the head and concuss them so they have a hard time concentrating?
(03-20-2016, 09:37 AM)Thor Wrote: Tier 1 Super Attack: Bolt of the Thunder God - (requires ranged proficiency) - 600 OM
Storm clouds roiling overhead, Thor calls down a bolt of lightning into his hammer. After five seconds of lightning the bolt is aimed and fired from his hammer, blasting a target up to 10 meters away. The force of the attack is enough to send most would-be opponents flying backward. It sends the person backward 5 meters minus their defense. So someone with 3 defense would be knocked back 2 meters. Only the toughest of opponents can stand against the power of the Thunder God!
Bolt of the Thunder God - I'd remove the bit about the DEF mitigation and just offer a maximum range, it would be assumed that tankier opponents are affected ever so slightly less.
(03-20-2016, 05:12 PM)Ezrihel Wrote: Yes, I expected the blade to be based off my ATK stat and whatnot, sorry for not mentioning it, as I thought it was obvious? (not being smart, I didn't know I had to specify that it was based on my attack, I thought every offensive move was inherently based on ATK.) I have an idea for it though, as a drawback. Not sure if it's what you meant by drawback, but I'll give it a shot.
- Edited version-
High Frequency O Katana (requires Physical Strength) – 300 OM
The high-frequency O Katana is an O Katana reinforced by a powerful alternating current and resonated at extremely high frequencies. This oscillation helps to weaken the molecular bonds of anything it cuts, thereby increasing its cutting ability. Striking, cutting, and thrusting attacks can be performed with the blade, with the sharpened edge and point used for lethal attacks, and the blunt edge can used to inflict crude blunt damage.
The blade itself is a 36” long tempered high carbon spring steel blade, made to withstand enormous amounts of pressure from both striking and bending. The tempered blade can withstand being bent upwards of 55 degrees without having its integrity weakened. The total length and weight of the sword is 49” and 48oz, making the handle a comfortable 13” long, allowing for a reliable two handed grip. This sword is stored in a black lacquered wood scabbard and secured on the left hip, making for easy access.
This blade must be charged via being completely sheathed. At full charge the blade has enough energy to power ten strikes at full ATK potential. With each hit the sword grows 10% weaker until the charge has completely worn off. If the wielder uses all ten strikes, without re-charging the weapon during the course of the fight, the blade "evaporates" and cannot be used until the user has finished the fight, whether through escape, victory, defeat or death. In total the blade takes five minutes to charge, or thirty seconds per strike. This sword is best used with the Iaido/Iaijutsu style of fighting.
High Frequency O Katana - No you don't need to specifically mention that it is based from ATK, I mentioned the ATK to make sure that people understand that if their move has no drawbacks and is quick it will only be as strong as a fraction of their ATK. Basically it was just a reiteration of the rules in case you wanted to make it stronger. I like the drawback, I think a slight bit of tweaking would make it perfect. I'd remove the bit about ATK potential (sorry if I had confused you with my earlier statement). Unless you are dead set on the evaporating portion I think we can find a happy medium while keep the power of the move. Perhaps you get 5 strikes at full power (each attack weaker than the last), but rather than it evaporating at emtpy it simply powers down and becomes a slightly weaker normal sword until recharged. You could also decrease the charge time to something like 10-15 seconds per strike. That way you won't be out of a sword if you attack too many times, and so your opponent won't be too wary about writing you using your sword charges in his post.
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(03-20-2016, 08:13 PM)Strazio Rockwell Wrote: (03-20-2016, 05:12 PM)Ezrihel Wrote: Yes, I expected the blade to be based off my ATK stat and whatnot, sorry for not mentioning it, as I thought it was obvious? (not being smart, I didn't know I had to specify that it was based on my attack, I thought every offensive move was inherently based on ATK.) I have an idea for it though, as a drawback. Not sure if it's what you meant by drawback, but I'll give it a shot.
- Edited version-
High Frequency O Katana (requires Physical Strength) – 300 OM
The high-frequency O Katana is an O Katana reinforced by a powerful alternating current and resonated at extremely high frequencies. This oscillation helps to weaken the molecular bonds of anything it cuts, thereby increasing its cutting ability. Striking, cutting, and thrusting attacks can be performed with the blade, with the sharpened edge and point used for lethal attacks, and the blunt edge can used to inflict crude blunt damage.
The blade itself is a 36” long tempered high carbon spring steel blade, made to withstand enormous amounts of pressure from both striking and bending. The tempered blade can withstand being bent upwards of 55 degrees without having its integrity weakened. The total length and weight of the sword is 49” and 48oz, making the handle a comfortable 13” long, allowing for a reliable two handed grip. This sword is stored in a black lacquered wood scabbard and secured on the left hip, making for easy access.
This blade must be charged via being completely sheathed. At full charge the blade has enough energy to power ten strikes at full ATK potential. With each hit the sword grows 10% weaker until the charge has completely worn off. If the wielder uses all ten strikes, without re-charging the weapon during the course of the fight, the blade "evaporates" and cannot be used until the user has finished the fight, whether through escape, victory, defeat or death. In total the blade takes five minutes to charge, or thirty seconds per strike. This sword is best used with the Iaido/Iaijutsu style of fighting.
High Frequency O Katana - No you don't need to specifically mention that it is based from ATK, I mentioned the ATK to make sure that people understand that if their move has no drawbacks and is quick it will only be as strong as a fraction of their ATK. Basically it was just a reiteration of the rules in case you wanted to make it stronger. I like the drawback, I think a slight bit of tweaking would make it perfect. I'd remove the bit about ATK potential (sorry if I had confused you with my earlier statement). Unless you are dead set on the evaporating portion I think we can find a happy medium while keep the power of the move. Perhaps you get 5 strikes at full power (each attack weaker than the last), but rather than it evaporating at emtpy it simply powers down and becomes a slightly weaker normal sword until recharged. You could also decrease the charge time to something like 10-15 seconds per strike. That way you won't be out of a sword if you attack too many times, and so your opponent won't be too wary about writing you using your sword charges in his post.
Oh okay! My bad then ^ ^;
Is this any better?
High Frequency O Katana (requires Physical Strength) – 300 OM
The high-frequency O Katana is an O Katana reinforced by a powerful alternating current and resonated at extremely high frequencies. This oscillation helps to weaken the molecular bonds of anything it cuts, thereby increasing its cutting ability. Striking, cutting, and thrusting attacks can be performed with the blade, with the sharpened edge and point used for lethal attacks, and the blunt edge can used to inflict crude blunt damage.
The blade itself is a 36” long tempered high carbon spring steel blade, made to withstand enormous amounts of pressure from both striking and bending. The tempered blade can withstand being bent upwards of 55 degrees without having its integrity weakened. The total length and weight of the sword is 49” and 48oz, making the handle a comfortable 13” long, allowing for a reliable two handed grip. This sword is stored in a black lacquered wood scabbard and secured on the left hip, making for easy access.
This blade must be charged via being completely sheathed. At full charge the blade has enough energy to power five strikes. With each hit the sword grows 20% weaker until the charge has completely worn off. If the wielder uses all five strikes, without re-charging the weapon during the course of the fight, the blade powers down and becomes a normal O Katana. In total the blade takes fifty seconds to charge, or ten seconds per strike. This sword is best used with the Iaido/Iaijutsu style of fighting.
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03-20-2016, 08:27 PM
(This post was last modified: 03-20-2016, 09:23 PM by Dr. McNinja.)
(03-20-2016, 08:13 PM)Strazio Rockwell Wrote: Moon Laser - looks good to me, you don't need range materialize since it targets yourself. Though I will say as a personal note, I think you might not want to make it so difficult to target because that seems like it would be a bitch to write, especially versus speedy characters. APPROVED (unless you want to alter it)
What if I made the attack radius larger? Also, the idea is I pin them down or distract them in some way. But I do want to keep in the spirit of the Moon Laser from the comics, in that it's basically the Death Star laser, while keeping in spirit of the Omniverse. So.... bigger lazarz?
I'll buy it as it is now?
ALSO another one, for later.
Stethoscope Bolas (Requires Ranged, Debuff) - 600 OM
![[Image: screen_shot_2016_03_20_at_10_10_30_pm_by...9vznry.png]](http://orig08.deviantart.net/ba29/f/2016/080/7/3/screen_shot_2016_03_20_at_10_10_30_pm_by_cavenglok-d9vznry.png)
Doc whips forth his stethoscope and chucks it at a target, binding them in a rubbery knot. They are as long as they need to be; the size of the target has no effect on the bolas. These can be easily cut loose or, if misaimed, cast aside. However, if aimed correctly, it can hinder the movement of the target indefinitely until the bolas are dealt with. The bolas can be aimed either at the lower limbs (legs) or the upper limbs (arms) of the target. If aimed at the lower limbs and the move is successful, the bolas will trip the target and restrict leg movement. If aimed at the upper limbs and the move is successful, the bolas disables one basic Move (i.e. basic punches or some basic weapons) and restricts arm movement. Doc can throw this up to 6 meters away, but the bolas are very heavy and hard to aim, making his effective range 3 meters.
I don't know how to balance this.
Odd hours. Call for appointment.
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M2859 Materiel Acquisition Pods: 0 OM
The M2859 Materiel Acquisition Pod is a type of ordnance pod developed by Misriah Armory and commonly employed in the years following the Human-Covenant War. The M2859 pod is equipped with a short-range thruster on top for acceleration during deployment. The hatches are secured into the extremely durable casing by a pressurized locking mechanism and magnetic latches on the sides. On its underside, the pod features a weighted anchor and a tapered nose, allowing it to breach most types of terrain and remain upright. The pod is 242.1 centimeters (95.3in) tall, 82.5 cm (32.5in) wide on one side and 83.5 cm (32.9in) on the other.
War Games exercises train Spartan-IV personnel to summon these pods in the battlefield to a maximum efficiency.
813 has these in a 5x5 array system, labeled similarly to a chess board (A1, B1, C1, D1, E1, A2, ect…), Valkyrie has complete control over the system. Also, 813 and Valkyrie come up with different names for the pods, in order to leave enemies in wonder. The pods cannot be called on to anyone here in the Omniverse, and do to the force that they land with, cannot be summoned within three feet of 813. Additionally, depending on what items he has, 813, must replace the item that was inside the pod with what he is currently carrying. Expanding on this, 813 can only carry, one two-handed weapon, three one handed weapons, and one Armor ability at a time. The pods themselves can hold two two-handed weapons, four one handed weapons, and one Armor ability at a time.
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Tier 1 Super Attack: Bolt of the Thunder God - (requires ranged proficiency) - 600 OM
Storm clouds roiling overhead, Thor calls down a bolt of lightning into his hammer. After five seconds of lightning the bolt is aimed and fired from his hammer, blasting a target up to 10 meters away. The force of the attack is enough to send most would-be opponents flying backward. It sends the person backward up to 5 meters. Only the toughest of opponents can stand against the power of the Thunder God!
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Celestial Brush: Sprout (Requires Ranged Proficiency, Ranged Materialize Proficiency, possibly Remote Control Proficiency as well)
The supposed cost would be 900? 600 for Vine + 300 for Lily.
Amaterasu uses the magic brush that is at the end of her hair, turning the very world before her into her canvas. The Celestial Brush: Sprout technique has two uses:
Vine: For this technique Amaterasu cannot be further away than ten meters from a solid surface, such as the ground or a wall, which she intends to target. By drawing a line from the ground to any location and saying "Hana saku" (japanese verb, meaning grow/sprout in reference to a plant) she causes a green vine to sprout from the surface she began to draw on, along the line that she drew. The maximum length of that vine is as high as Amaterasu can jump (Note: Amaterasu currently has Advanced Super Jumping, so that's 30m, and this can go up to 50m with Master level Super Jumping, with Flight not providing any greater bonus), and it grows at around a rate of 5 meters per second. After reaching its full growth the vine grows broader and rigid, turning into more of a beanstalk, and remains in place as a surface to stand on or climb. A maximum of two vines can be present at a time, if a third were to be drawn anywhere the oldest one would disappear in a lengthy puff of smoke. A single vine will remain in place for up to an hour. During the last 5-or-so minutes of its lifetime it rapidly whithers away and shrinks to nothingness.
If the Vine was grown on a surface that supports plant life (such as rich soil or mud, but not rocks, ice, sand or arid soil) and in a flora-friendly environment (the Underverse is an example of a hostile environment for this purpose), after having whithered away the vine may turn into a random piece of flora that grows in that area (such as a flower or a tree sapling), in an early state of growth, thereafter growing naturally. This is a cosmetic "aftereffect" that brings no advantage to any party.
The purpose of this Celestial Brush technique is mobility, not combat, and this becomes very appearant in a number of ways:
-The vines cannot physically injure a foe or break an object. If they encounter an obstacle in their growth they will grow around that obstacle instead.
-Any attack at the vine (or beanstalk, if it's fully grown) done with the intent on breaking it will instantly destroy it, causing it to disappear in a puff of smoke, whilst the attack itself isn't blocked or even slowed, making it useless as a shielding move, and fairly impractical to use in battle. Any stress placed on the vine that is not intended on breaking it (such as someone climbing it) will make it react like a regular plant in the same situation.
Upon casting Vine, the kanji 結 (musubu, tie (as in "tie something up")) also appears in the air above Amaterasu for around one second, this is a cosmetic effect that does not influence the move itself.
Water Lily: This variation of the technique can only be used up to 10m away from a body of water. By drawing a circle onto the water surface and saying "Riri" (japanese noun, meaning Lily) she makes a large Lily Pad appear on the water. It's around 3 meters across and rigid like a wooden board. Additionally it floats even in agitated water and will resurface if submerged. This can be used as a makeshift boat or stepping stone, and moved around by paddling or such. Up to two Lily Pads may be present at a time, if a third is summoned the oldest one will disappear in a puff of smoke. The same happens to a Lily Pad if it gets torn or broken. While not destroyed or otherwise broken, the Lily Pad will remain indefinitely until it is separated by 12 meters or more from Amaterasu for even just a moment, at which point it will disappear in a puff of smoke.
Upon casting Water Lily, the kanji 咲 (saki, bloom) also appears above the materializing Water Lily for around one second, this is a cosmetic effect that does not influence the move itself.
 undoge: Credit & Hugs to Ruby for the sign, and to Guu for the smileys!  undoge:
Hide your chicken nuggers, hide your heads, the Sundoge is coming and she'll hat everyone!
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This signature is so overloaded...
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(03-20-2016, 08:26 PM)Ezrihel Wrote: (03-20-2016, 08:13 PM)Strazio Rockwell Wrote: (03-20-2016, 05:12 PM)Ezrihel Wrote: Yes, I expected the blade to be based off my ATK stat and whatnot, sorry for not mentioning it, as I thought it was obvious? (not being smart, I didn't know I had to specify that it was based on my attack, I thought every offensive move was inherently based on ATK.) I have an idea for it though, as a drawback. Not sure if it's what you meant by drawback, but I'll give it a shot.
- Edited version-
High Frequency O Katana (requires Physical Strength) – 300 OM
The high-frequency O Katana is an O Katana reinforced by a powerful alternating current and resonated at extremely high frequencies. This oscillation helps to weaken the molecular bonds of anything it cuts, thereby increasing its cutting ability. Striking, cutting, and thrusting attacks can be performed with the blade, with the sharpened edge and point used for lethal attacks, and the blunt edge can used to inflict crude blunt damage.
The blade itself is a 36” long tempered high carbon spring steel blade, made to withstand enormous amounts of pressure from both striking and bending. The tempered blade can withstand being bent upwards of 55 degrees without having its integrity weakened. The total length and weight of the sword is 49” and 48oz, making the handle a comfortable 13” long, allowing for a reliable two handed grip. This sword is stored in a black lacquered wood scabbard and secured on the left hip, making for easy access.
This blade must be charged via being completely sheathed. At full charge the blade has enough energy to power ten strikes at full ATK potential. With each hit the sword grows 10% weaker until the charge has completely worn off. If the wielder uses all ten strikes, without re-charging the weapon during the course of the fight, the blade "evaporates" and cannot be used until the user has finished the fight, whether through escape, victory, defeat or death. In total the blade takes five minutes to charge, or thirty seconds per strike. This sword is best used with the Iaido/Iaijutsu style of fighting.
High Frequency O Katana - No you don't need to specifically mention that it is based from ATK, I mentioned the ATK to make sure that people understand that if their move has no drawbacks and is quick it will only be as strong as a fraction of their ATK. Basically it was just a reiteration of the rules in case you wanted to make it stronger. I like the drawback, I think a slight bit of tweaking would make it perfect. I'd remove the bit about ATK potential (sorry if I had confused you with my earlier statement). Unless you are dead set on the evaporating portion I think we can find a happy medium while keep the power of the move. Perhaps you get 5 strikes at full power (each attack weaker than the last), but rather than it evaporating at emtpy it simply powers down and becomes a slightly weaker normal sword until recharged. You could also decrease the charge time to something like 10-15 seconds per strike. That way you won't be out of a sword if you attack too many times, and so your opponent won't be too wary about writing you using your sword charges in his post.
Oh okay! My bad then ^ ^;
Is this any better?
High Frequency O Katana (requires Physical Strength) – 300 OM
The high-frequency O Katana is an O Katana reinforced by a powerful alternating current and resonated at extremely high frequencies. This oscillation helps to weaken the molecular bonds of anything it cuts, thereby increasing its cutting ability. Striking, cutting, and thrusting attacks can be performed with the blade, with the sharpened edge and point used for lethal attacks, and the blunt edge can used to inflict crude blunt damage.
The blade itself is a 36” long tempered high carbon spring steel blade, made to withstand enormous amounts of pressure from both striking and bending. The tempered blade can withstand being bent upwards of 55 degrees without having its integrity weakened. The total length and weight of the sword is 49” and 48oz, making the handle a comfortable 13” long, allowing for a reliable two handed grip. This sword is stored in a black lacquered wood scabbard and secured on the left hip, making for easy access.
This blade must be charged via being completely sheathed. At full charge the blade has enough energy to power five strikes. With each hit the sword grows 20% weaker until the charge has completely worn off. If the wielder uses all five strikes, without re-charging the weapon during the course of the fight, the blade powers down and becomes a normal O Katana. In total the blade takes fifty seconds to charge, or ten seconds per strike. This sword is best used with the Iaido/Iaijutsu style of fighting.
High frequency O Katana - APPROVED
(03-20-2016, 08:27 PM)Dr. McNinja Wrote: (03-20-2016, 08:13 PM)Strazio Rockwell Wrote: Moon Laser - looks good to me, you don't need range materialize since it targets yourself. Though I will say as a personal note, I think you might not want to make it so difficult to target because that seems like it would be a bitch to write, especially versus speedy characters. APPROVED (unless you want to alter it)
What if I made the attack radius larger? Also, the idea is I pin them down or distract them in some way. But I do want to keep in the spirit of the Moon Laser from the comics, in that it's basically the Death Star laser, while keeping in spirit of the Omniverse. So.... bigger lazarz?
I'll buy it as it is now?
ALSO another one, for later.
Stethoscope Bolas (Requires Ranged, Debuff) - 600 OM
![[Image: screen_shot_2016_03_20_at_10_10_30_pm_by...9vznry.png]](http://orig08.deviantart.net/ba29/f/2016/080/7/3/screen_shot_2016_03_20_at_10_10_30_pm_by_cavenglok-d9vznry.png)
Doc whips forth his stethoscope and chucks it at a target, binding them in a rubbery knot. They are as long as they need to be; the size of the target has no effect on the bolas. These can be easily cut loose or, if misaimed, cast aside. However, if aimed correctly, it can hinder the movement of the target indefinitely until the bolas are dealt with. The bolas can be aimed either at the lower limbs (legs) or the upper limbs (arms) of the target. If aimed at the lower limbs and the move is successful, the bolas will trip the target and restrict leg movement. If aimed at the upper limbs and the move is successful, the bolas disables one basic Move (i.e. basic punches or some basic weapons) and restricts arm movement. Doc can throw this up to 6 meters away, but the bolas are very heavy and hard to aim, making his effective range 3 meters.
I don't know how to balance this.
I mean the moon laser is fine as is, I'm just giving you my two cents. It is APPROVED yo.
Stethescope bolas - Remove the portion about them being as long as they need to be - this potentially creates weird scenarios where you could technically shoot a bola large enough to entangle like a building or something. Also remove the bit about disabling a basic move, and leave restricting arm movement.
(03-21-2016, 05:29 PM)Thor Wrote: Tier 1 Super Attack: Bolt of the Thunder God - (requires ranged proficiency) - 600 OM
Storm clouds roiling overhead, Thor calls down a bolt of lightning into his hammer. After five seconds of lightning the bolt is aimed and fired from his hammer, blasting a target up to 10 meters away. The force of the attack is enough to send most would-be opponents flying backward. It sends the person backward up to 5 meters. Only the toughest of opponents can stand against the power of the Thunder God!
Bolt of the THunder God - APPROVED
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03-24-2016, 12:43 PM
(This post was last modified: 03-24-2016, 01:01 PM by Tom Marvolo Riddle.)
Yes I do plan on purchasing all these and the required proficiencies for the upcoming Volvagia fight, as many as possible as I can afford in the time permitted for more posting. Also for the wand, I'm updating original with the bolded text if only to avoid the same question being asked every time I post something. Figured the wand would be as good of a place as anything include important information.
Wand, Yew and Phoenix Feather 13-1/2“
Cost: 0 Om, Fodder
Requires: Wand Rules
This wand is a slender bleached bone-white shaft with pale-red swirl like striations running through it. With it a wizard casts their spells, or at least most of them. May be replaced or repaired in roughly four seconds. Unless otherwise stated in spells cast with this wand, charging for a spell does not impede movement or non-wand based actions but does require the requisite concentration and physical contact.
Arcane Storage Runes
Cost: 300 Om
Requires: Buff Proficiency, a Wand
Affected Wands: Yew and Phoenix Feather 13-1/2“
When placed on a wand, these runes allow the caster to start with and store up to twenty seconds of charging of raw magic within it that may be used to pre-charge a desired spell. However there is a caveat that to fully recharge the runes they must be completely discharged first. And once discharged the runes cannot be used to pre-charge a spell or spells until fully charged again.
Charging is further complicated by two facts, in that for every one second of charge, two seconds are required to charge it, and also that the effect is persistent in that summoning a new wand produces a wand of equal charge value as the previous. However refilling the runes does not need to happen all at once and may be done as time is available, nor does a spell need to use the Arcane Storage Runes as power source.
Shield Charm [Pretego]
Cost: 900
Requires: Area Shield Proficiency, Buff Proficiency, Ranged Proficiency
[Pretego Maximus], Empowered Form
With a twisting-jab motion and the requisite incantation verbal or non-verbal, the caster calls forth a blurring fast bolt of blue light that forms a shield at a set distance of their determining, attached to that space or whatever it impacts. This shield’s strength and shape is drawn innately from the amount of energy put forward to its charge time. Ranging from a semi-spheroid to full spheroid of protection. It has a minimum charge time of a second but can be drawn for up to a minute longer for dramatic effect in size, strength and duration.
Provided the caster actually charges it for more than three seconds the shield isn’t that draining, but summoning within that period of time exacerbates the amount of stamina required to power it quickly. Furthermore once the charm is in place it doesn’t fade until a force actually acts in opposition to it and overpowers it or it’s otherwise eroded.
Reactive Armor Charm [Reactivum Loricatus]
Cost: 300
Requires: Area Shield Proficiency, Buff Proficiency, Ranged Proficiency
The Reactive Armor Charm is marked by double slashing wand motions, a verbal or non-verbal incantation, and three seconds to a minute charge time. This results a pale vortex of sparkles flashes outward to engulf a target. This charm once placed reinforces a thing, organism or surface with a garment of defensive magic, either layering itself over it or transforming outer nature to be more resistant to damage.
From there the protective charm will linger until forcibly removed through damage or being eroded by some other means. While only draining in a minor way, repeated use of it within a short time can quickly take its toll.
Fiendfyre Curse [Mortifer Infernum]
Cost: 1200 Om
Requires: Area Attack Proficiency, Area Shield Proficiency, Remote Control Proficiency
With a complex five point wand movement, a verbal only incantation, five seconds to an indefinite charge time, the user unleashes a Fiendfyre Curse from their wand. This sentient flame that builds into a mountain of fire based on the initial input, is shaped into mythical beasts that suit the caster’s mind and mood. Overall it is a dangerous, hard to control spell, requiring at least one free hand after being cast to manipulate and use effectively.
Once unleashed the fire will maintain itself in idle mode provided there is flammable fuel for it to spread to and consume. However once it’s being fed by the caster’s magic to assume control of it, it can feed on anything it touches allowing it to become effective at both Attacking and Defending on its own behalf and others.
While the spell is easier to cast the longer its charged, it takes a toll on the caster physically regardless of the charge time. When the Fiendfyre is in play and until it’s destroyed or dismissed by the caster, their ATK for all other actions is reduced by a -1 with exception of the Fiendfyre.
Super Attack: Fiendfyre Rapier Conjuration [Ensis Umbraduro]
Cost: 600 Om
Requires: Physical Strength, Tier I Super Attack
By reincanting an already active Friendfyre Rapier Conjuration verbally and spending the appropriate amount of SP, the rapier for a short period of time, long enough to make a major attack, becomes infused with a heightened cutting power; able to pierce through any normal defense or block unless met with equal or higher level Super Move.
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(03-20-2016, 08:13 PM)Strazio Rockwell Wrote: (03-20-2016, 12:26 AM)The Humble Sage Wrote: Perturbing Strike (300 OM, Debuff and Physical requirements)
The sage swiftly strikes a foe on the side of the head, aiming for the temple. (most likely with his dueling cane.) The target is briefly stunned, for basically a quarter second, and then there is a ringing that persists for approximately a minute and a half. The person struck will be able to function for the most part without effect, however they will have difficulty focusing intently on anything that requires concentrated effort. Those who are particularly resilient will likely be unaffected, (def 4 or above would completely ignore I'd say.) and while it makes focusing harder it in no way prevents them if they are determined to power through.
Perturbing Strike - You mention you can use a dueling cane, does this alter the move in any way (even if it adds just a small bit of reach), or is it just for flavor? I would remove the portion about def 4 and above ignoring it, that is a bit too gamey. The move's effectiveness would vary based upon your ATK and TEC vs the opponent's DEF and other mitigating factors. So I'm understanding the move correctly, you basically smack them on the side of the head and concuss them so they have a hard time concentrating? That's pretty much the long and short of it, looking to give myself some variety of tactics in combat situations. He will almost always be using the dueling cane for this kind of thing, because he's not really an unarmed fighter. I didn't specify it was only the cane just because there might be situations where he has to use an improvised weapon or somesuch, and the move isn't in any way inherent in the cane itself. If you think that versatility is enough to bump it to 600 that makes sense. I had put the DEF 4 bit in there as an additional limit (as in, no matter how good I get this move will still never work against people of Def 4+), but your point about the effectiveness is fair, so I'm happy to remove that bit. The revised version is below. (I'm leaving it at 300 for now, dependent on your ruling on the above, but I would pay 600 for it as well.)
Thanks for helping.
Perturbing Strike (300 OM, Debuff and Physical requirements)
The sage swiftly strikes a foe on the side of the head, aiming for the temple, (most likely with his dueling cane.) The target is briefly stunned, for basically a quarter second, and then there is a ringing that persists for approximately a minute and a half. The person struck will be able to function for the most part without effect, however they will have difficulty focusing intently on anything that requires concentrated effort. Those who are particularly resilient will likely be unaffected, and while it makes focusing harder it in no way prevents them if they are determined to power through.
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I'm cancelling grounding field and buying this move instead.
Psi bow (Requires ranged proficiency) (600 OM)
Erik summons a smaller version of his great psi bow and uses it to fire regular strength arrows. Erik can fire up to one arrow every two seconds. Erik can only fire his arrows up to 15 metres before they lose momentum, unless specified otherwise (I plan to submit types of arrow for approval in the future.) Erik forms the arrows out of energy so he has a limitless amount. The bow currently has two types of arrow, psi arrows and piercing psi arrows.
Psi arrows: Moderate damage arrows. The are basically identical to real arrows.
Piercing psi arrows: These arrows do low damage but can phase through physical defences.
*The emperor of mankind yeets erik into a sun*
[Today 08:03 pm] Erik Vrell : Bruh
[Today 08:03 pm] The emperor of mankind : don't worship gods
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03-25-2016, 04:31 PM
(This post was last modified: 03-26-2016, 07:13 PM by Clownpiece.)
Violent Updraft (Area, Debuff, Super Jumping) (300): Somerled vaults into the air as high as he can, with a powerful, uplifting burst of wind. The vicious gust drags anyone within a 5 meter radius into the sky with him. Those immediately next to him are tossed as high as he jumps, and the further away someone is while staying within the effective range, the lower they are launched, down to a mere fraction of the height of his jump at 5 meters. While the wind can't outright harm anyone, the large height that the victim is dropped from does, and the tumultuous air prevents people from righting themselves, rendering even those who know how to fly vulnerable to it. Those who are skilled enough can stop their tumbling, though without a method to safely land, it won't make the inevitable crash any softer.
It's a very intense attack that can wear Somerled out quickly if he's not careful. He needs to concentrate for about two seconds, channeling the wind in preparation, if he's to jump safely. Otherwise, he can cast it much faster, in around a second or less, but then he is also tossed around by the turbulence.
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
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Emotional Discharge: Tier 2 Powered-Up Form (1500 OM)
Something causes Ballad to snap. Whether it is something someone says, or just frustrated enough during battle that he is forced to utilize it. Whatever the reason, Ballad instantly switches into a more "shadowy" version of himself, his body opening up gashes all over that bellow out smoke. That smoke quickly circles around him, obscuring all but his eyes, which glow white. When this happens, his original personality is revealed fully, and he becomes very, very ruthless.
ATK: 10
DEF: 3
SPD: 2
TEC: 5
Quote:In short, basically the more badass, better version of my other transformation xD
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Move: Force Lightning
Description: A primal and powerful use of the Force, force lightning is drawn directly from one's darker emotions. Most associate this power with the Sith, though most can't even muster up enough power to actually use this power. Nihilus channels his rage, and blue-white sparks skitter across his fingertips, before launching a bolt of pure energy at his foe. It has a range of 20 feet and takes about three seconds to execute
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The Humbling Sage
Perturbing Strike - APPROVED
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(03-28-2016, 04:22 PM)Darth Nihilus Wrote: Move: Force Lightning
Description: A primal and powerful use of the Force, force lightning is drawn directly from one's darker emotions. Most associate this power with the Sith, though most can't even muster up enough power to actually use this power. Nihilus channels his rage, and blue-white sparks skitter across his fingertips, before launching a bolt of pure energy at his foe. It has a range of 20 feet and takes about three seconds to execute
What's it do? Is it a concussive blast? Does it skitter across their flesh, torturing them with heat and electricity? Does it drive them to their knees with sheer agony?
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(03-27-2016, 08:42 PM)Ballad Wrote: Emotional Discharge: Tier 2 Powered-Up Form (1500 OM)
Something causes Ballad to snap. Whether it is something someone says, or just frustrated enough during battle that he is forced to utilize it. Whatever the reason, Ballad instantly switches into a more "shadowy" version of himself, his body opening up gashes all over that bellow out smoke. That smoke quickly circles around him, obscuring all but his eyes, which glow white. When this happens, his original personality is revealed fully, and he becomes very, very ruthless.
ATK: 10
DEF: 3
SPD: 2
TEC: 5
Good to go.
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(03-25-2016, 04:31 PM)Somerled Murdoch Wrote: Violent Updraft (Area, Debuff, Super Jumping) (300): Somerled vaults into the air as high as he can, with a powerful, uplifting burst of wind. The vicious gust drags anyone within a 5 meter radius into the sky with him. Those immediately next to him are tossed as high as he jumps, and the further away someone is while staying within the effective range, the lower they are launched, down to a mere fraction of the height of his jump at 5 meters. While the wind can't outright harm anyone, the large height that the victim is dropped from does, and the tumultuous air prevents people from righting themselves, rendering even those who know how to fly vulnerable to it. Those who are skilled enough can stop their tumbling, though without a method to safely land, it won't make the inevitable crash any softer.
It's a very intense attack that can wear Somerled out quickly if he's not careful. He needs to concentrate for about two seconds, channeling the wind in preparation, if he's to jump safely. Otherwise, he can cast it much faster, in around a second or less, but then he is also tossed around by the turbulence.
Seems good to me almost. You left out what level of Super Jumping you have, as I imagine that, if someone is falling for say, 50 meters, they're probably going to have enough time to shake off some disorientation and figure out ways to land a little easier.
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(03-24-2016, 08:59 PM)Erik Vrell Wrote: I'm cancelling grounding field and buying this move instead.
Psi bow (Requires ranged proficiency) (600 OM)
Erik summons a smaller version of his great psi bow and uses it to fire regular strength arrows. Erik can fire up to one arrow every two seconds. Erik can only fire his arrows up to 15 metres before they lose momentum, unless specified otherwise (I plan to submit types of arrow for approval in the future.) Erik forms the arrows out of energy so he has a limitless amount. The bow currently has two types of arrow, psi arrows and piercing psi arrows.
Psi arrows: Moderate damage arrows. The are basically identical to real arrows.
Piercing psi arrows: These arrows do low damage but can phase through physical defences.
Do you have the Phasing power?
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(03-24-2016, 12:43 PM)Tom Marvolo Riddle Wrote: Yes I do plan on purchasing all these and the required proficiencies for the upcoming Volvagia fight, as many as possible as I can afford in the time permitted for more posting. Also for the wand, I'm updating original with the bolded text if only to avoid the same question being asked every time I post something. Figured the wand would be as good of a place as anything include important information.
Notes for all your Moves - I think you need to find some sort of balance. Especially with these defensive moves, I can't really find any downsides. They need to have something that off-sets how powerful they all sound. Whether that's making them less effective overall, adding a mental fatigue to Tom, or simply making them decay overtime.
Quote:Arcane Storage Runes
Cost: 300 Om
Requires: Buff Proficiency, a Wand
Affected Wands: Yew and Phoenix Feather 13-1/2“
When placed on a wand, these runes allow the caster to start with and store up to twenty seconds of charging of raw magic within it that may be used to pre-charge a desired spell. However there is a caveat that to fully recharge the runes they must be completely discharged first. And once discharged the runes cannot be used to pre-charge a spell or spells until fully charged again.
Charging is further complicated by two facts, in that for every one second of charge, two seconds are required to charge it, and also that the effect is persistent in that summoning a new wand produces a wand of equal charge value as the previous. However refilling the runes does not need to happen all at once and may be done as time is available, nor does a spell need to use the Arcane Storage Runes as power source.
You can't create a Move to allow you to get what is otherwise an increase of +300 OM to your other Moves. You may be able to add the runes separately to your existing Moves but not as a standalone thing.
Quote:
Shield Charm [Pretego]
Cost: 900
Requires: Area Shield Proficiency, Buff Proficiency, Ranged Proficiency
[Pretego Maximus], Empowered Form
With a twisting-jab motion and the requisite incantation verbal or non-verbal, the caster calls forth a blurring fast bolt of blue light that forms a shield at a set distance of their determining, attached to that space or whatever it impacts. This shield’s strength and shape is drawn innately from the amount of energy put forward to its charge time. Ranging from a semi-spheroid to full spheroid of protection. It has a minimum charge time of a second but can be drawn for up to a minute longer for dramatic effect in size, strength and duration.
Provided the caster actually charges it for more than three seconds the shield isn’t that draining, but summoning within that period of time exacerbates the amount of stamina required to power it quickly. Furthermore once the charm is in place it doesn’t fade until a force actually acts in opposition to it and overpowers it or it’s otherwise eroded.
Can you rephrase the second paragraph? Particularly the first line. I'm not sure what you're trying to say. Also, please see the remark I made earlier. I feel like there are 0 downsides to this move whatsoever compared to how strong it can be.
Quote:
Reactive Armor Charm [Reactivum Loricatus]
Cost: 300
Requires: Area Shield Proficiency, Buff Proficiency, Ranged Proficiency
The Reactive Armor Charm is marked by double slashing wand motions, a verbal or non-verbal incantation, and three seconds to a minute charge time. This results a pale vortex of sparkles flashes outward to engulf a target. This charm once placed reinforces a thing, organism or surface with a garment of defensive magic, either layering itself over it or transforming outer nature to be more resistant to damage.
From there the protective charm will linger until forcibly removed through damage or being eroded by some other means. While only draining in a minor way, repeated use of it within a short time can quickly take its toll.
This would be 600 OM, as it can be charged to increase the efficiency.
Quote:Fiendfyre Curse [Mortifer Infernum]
Cost: 1200 Om
Requires: Area Attack Proficiency, Area Shield Proficiency, Remote Control Proficiency
With a complex five point wand movement, a verbal only incantation, five seconds to an indefinite charge time, the user unleashes a Fiendfyre Curse from their wand. This sentient flame that builds into a mountain of fire based on the initial input, is shaped into mythical beasts that suit the caster’s mind and mood. Overall it is a dangerous, hard to control spell, requiring at least one free hand after being cast to manipulate and use effectively.
Once unleashed the fire will maintain itself in idle mode provided there is flammable fuel for it to spread to and consume. However once it’s being fed by the caster’s magic to assume control of it, it can feed on anything it touches allowing it to become effective at both Attacking and Defending on its own behalf and others.
While the spell is easier to cast the longer its charged, it takes a toll on the caster physically regardless of the charge time. When the Fiendfyre is in play and until it’s destroyed or dismissed by the caster, their ATK for all other actions is reduced by a -1 with exception of the Fiendfyre.
You can't have something this complex and simultaneously be able to act normal and unimpeded. I'd look at Raal's Summon Dead move, which is also on the Moves page of the Rules.
Quote:
Super Attack: Fiendfyre Rapier Conjuration [Ensis Umbraduro]
Cost: 600 Om
Requires: Physical Strength, Tier I Super Attack
By reincanting an already active Friendfyre Rapier Conjuration verbally and spending the appropriate amount of SP, the rapier for a short period of time, long enough to make a major attack, becomes infused with a heightened cutting power; able to pierce through any normal defense or block unless met with equal or higher level Super Move.
So your basic empowered Move to Super Move? Sounds good.
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