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(03-23-2016, 08:09 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. Though those who are skilled enough can stop their tumbling.
It’s a very intense attack that can wear Somerled out quickly if he uses it too much. The turbulence can also toss him end over end if he’s not careful about it. How long does this attack need to prepare for? Can it be charged or does it need to be charged? Other than that it seems like a fun attack.
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(03-25-2016, 12:49 AM)Yu Kanda Wrote: How long does this attack need to prepare for? Can it be charged or does it need to be charged? Other than that it seems like a fun attack.
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. Though those who are skilled enough can stop their tumbling.
It’s a very intense attack that can wear Somerled out quickly if he uses it too much. 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 himself is also tossed around by the turbulence.
There we go, I think. Added a charge time of two seconds.
Thanks for the help!
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Ok I'm just getting my start here but figured it would be best to check here before I did anything official when it comes to character applications and whatnot.
Construct Sentry (Ranged Proficiency, Homing Proficiency) Cost: 900 OM
Dell deploys a red toolbox containing the compacted turret, which over the span of 5 seconds builds itself into a level 1 Sentry. This sentry can be upgraded twice by Dell by hitting it with his wrench, with each level giving it increased durability and firepower. Its takes about 8 swings of Dell's wrench to upgrade a sentry up to the next level. Hitting his Sentry with his wrench also repairs and refills the ammo of the Sentry.
Dell can only maintain one Sentry Gun at any given time, and can self destruct his active Sentry Gun at will with his Deconstruction PDA.
A level 1 Sentry Gun stands about 3 feet tall and has a single barrel machine gun, with a fire rate of 4 shots per second. Its maximum ammo capacity is 150 bullets.
A Level 2 Sentry Gun stands about 3 1/2 feet tall and has Twin-Mounted Gatling guns, with a fire rate of 8 shots per second. Its maximum ammo capacity is 200 bullets.
A Level 3 Sentry is almost identical to the Level 2, but adds a Cluster Rocket Launcher onto the top of the sentry, bringing its total height up to 4 1/2 feet tall.
In addition to the Level 2's 200 bullets, the Level 3 also holds 20 four-rocket salvos, fired together in a tight cluster at a rate of about 1 every 3 seconds with very little splash damage
The Sentry has an effective targeting range of 75 feet in a 360 degree area around it, and when idle rotates slowly in a 90 degree arc facing whatever direction it was placed, emitting loud beeps whenever it begins tracking in another direction. The number of beeps corresponds to the level of the sentry. It will target anything that is designated as a 'enemy' by Dell though its targeting AI seems to have retained a tendency to target anything predominantly blue.
Dell can pick up an active sentry, collapsing it down into the toolbox again, and carry it. Doing this does slow his movements, and he cant use any other weapons or powers that require the use of his hands whilest he is carrying it. He can redeploy the sentry from this collapsed state, and it will automatically rebuild itself to the level it was prior to packing at 2x speed.
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If you cant tell, I am making a TF2 RED Engineer character, and want to get some feedback before I just go ahead with it.
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Just a couple of things about the turrets; how long do they last once placed, how many can be placed at one time and how much control does Dell have over the turret when he's not directly next to it, controlling it. Depending on the answer to the latter, you might need remote control prof. as well.
(03-27-2016, 08:17 AM)Link Wrote: Just a couple of things about the turrets; how long do they last once placed, how many can be placed at one time and how much control does Dell have over the turret when he's not directly next to it, controlling it. Depending on the answer to the latter, you might need remote control prof. as well.
I was thinking that it would last until destroyed, but I can see how that would be too powerful. Maybe they last until their ammo is depleted (which would be no more than 25 seconds of constant firing) unless maintained by Dell?
He can only maintain one at any given time. And he has no control over it, at least not now. I might get remote control later to implement a Wrangler (a radar gun used to manually target his Sentry) but for now I'm going to leave the sentry with just it's targeting AI.
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(03-27-2016, 09:46 AM)Guest Wrote: (03-27-2016, 08:17 AM)Link Wrote: Just a couple of things about the turrets; how long do they last once placed, how many can be placed at one time and how much control does Dell have over the turret when he's not directly next to it, controlling it. Depending on the answer to the latter, you might need remote control prof. as well.
I was thinking that it would last until destroyed, but I can see how that would be too powerful. Maybe they last until their ammo is depleted (which would be no more than 25 seconds of constant firing) unless maintained by Dell?
He can only maintain one at any given time. And he has no control over it, at least not now. I might get remote control later to implement a Wrangler (a radar gun used to manually target his Sentry) but for now I'm going to leave the sentry with just it's targeting AI.
Oops I meant to post that. My browser bugged out since I got my username changed
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(03-27-2016, 10:21 AM)Dell Conagher Wrote: (03-27-2016, 09:46 AM)Guest Wrote: (03-27-2016, 08:17 AM)Link Wrote: Just a couple of things about the turrets; how long do they last once placed, how many can be placed at one time and how much control does Dell have over the turret when he's not directly next to it, controlling it. Depending on the answer to the latter, you might need remote control prof. as well.
I was thinking that it would last until destroyed, but I can see how that would be too powerful. Maybe they last until their ammo is depleted (which would be no more than 25 seconds of constant firing) unless maintained by Dell?
He can only maintain one at any given time. And he has no control over it, at least not now. I might get remote control later to implement a Wrangler (a radar gun used to manually target his Sentry) but for now I'm going to leave the sentry with just it's targeting AI.
Oops I meant to post that. My browser bugged out since I got my username changed
Righto, and next question. If it's ammo is depleted, is there a time lapse before it despawns or does it sit there waiting on a reload for a certain amount of time? In the same vein, would Dell carry ammo to replenish it's stocks or would he need to summon it, etc. (If it sits there not doing anything because it has no ammo, that's fine because it's essentially just sitting there, just going through the nitty gritty.) It may be worth reading through http://omniverse-rpg.com/moves.php#Raise_Dead just to get an idea of what's kind of expected for moves like this.
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I'd say it would persist until rearmed, maybe for 10-15 minutes, before it self-destructs/despawns.
Dell carries a small supply of materials to repair and rearm the sentry, and can get more from traditional sourced of ammo or even scrap metal.
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(03-27-2016, 11:47 AM)Dell Conagher Wrote: I'd say it would persist until rearmed, maybe for 10-15 minutes, before it self-destructs/despawns.
Dell carries a small supply of materials to repair and rearm the sentry, and can get more from traditional sourced of ammo or even scrap metal.
I'd say that works out fine, in that case. Just remember that he wont be able to control what the turrets target while he's not directly beside them. He'd need remote control to be able to do so at range.
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Wild Rider: Activating the 'Wild Car' his enhanced Race Car Warren will use it to drive at an opponent, and shoot missiles and lasers at them. He can shoot a single missile and laser every second. 3 post cool down.
So I've noticed that there isn't really much word on what isnt a move in the rules and what not, and seeing as how the last time I tried to purchase a move for Thor I was told that that move was wasn't a move (it was just melee proficiency with some flavor text), I want to see weather or not these are moves I need to purchase or just flavor fluffing of stuff I can already do with Thor.
Bring the Hammer Down - (requires melee prof. and flight) - 300
Thor leaps into the air to come barreling down on one enemy with the full weight of Mjolnir and his 100% Australian beefcake body. (This obviously isn't the actual or full description, so I'm having fun  )
Flying Fighting - (melee prof. and flight)
Thanks to his regained control over the weather storm Thor is able to swing his hammer while maintaining his altitude (he won't be able to maintain superspeed while doing this however)
Are these moves or just fluff?
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(04-03-2016, 09:44 AM)Tomofthedead Wrote: So I've noticed that there isn't really much word on what isnt a move in the rules and what not, and seeing as how the last time I tried to purchase a move for Thor I was told that that move was wasn't a move (it was just melee proficiency with some flavor text), I want to see weather or not these are moves I need to purchase or just flavor fluffing of stuff I can already do with Thor.
Bring the Hammer Down - (requires melee prof. and flight) - 300
Thor leaps into the air to come barreling down on one enemy with the full weight of Mjolnir and his 100% Australian beefcake body. (This obviously isn't the actual or full description, so I'm having fun )
Flying Fighting - (melee prof. and flight)
Thanks to his regained control over the weather storm Thor is able to swing his hammer while maintaining his altitude (he won't be able to maintain superspeed while doing this however)
Are these moves or just fluff?
Bring the Hammer Down could count as a move, so long as it is meant to perform an attack that is somehow different than what your regular Mjolnir move can do. You don't have to buy three separate moves for all the different ways you can do a basic slice and dice with a sword, so I'd imagine a hammer would be no different. The full description would be needed in order to figure this one out, I'm afraid!
Flying Fighting is fluff, but you mentioned in Mjolnir's description that it cannot be used while flying. I believe you could just get your Mjolnir move re-approved with that part removed to account for this change!
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Thank you very much! That was very helpful to me!
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(04-03-2016, 08:03 PM)Jade Harley Wrote: (04-03-2016, 09:44 AM)Tomofthedead Wrote: So I've noticed that there isn't really much word on what isnt a move in the rules and what not, and seeing as how the last time I tried to purchase a move for Thor I was told that that move was wasn't a move (it was just melee proficiency with some flavor text), I want to see weather or not these are moves I need to purchase or just flavor fluffing of stuff I can already do with Thor.
Bring the Hammer Down - (requires melee prof. and flight) - 300
Thor leaps into the air to come barreling down on one enemy with the full weight of Mjolnir and his 100% Australian beefcake body. (This obviously isn't the actual or full description, so I'm having fun )
Flying Fighting - (melee prof. and flight)
Thanks to his regained control over the weather storm Thor is able to swing his hammer while maintaining his altitude (he won't be able to maintain superspeed while doing this however)
Are these moves or just fluff?
Bring the Hammer Down could count as a move, so long as it is meant to perform an attack that is somehow different than what your regular Mjolnir move can do. You don't have to buy three separate moves for all the different ways you can do a basic slice and dice with a sword, so I'd imagine a hammer would be no different. The full description would be needed in order to figure this one out, I'm afraid!
Flying Fighting is fluff, but you mentioned in Mjolnir's description that it cannot be used while flying. I believe you could just get your Mjolnir move re-approved with that part removed to account for this change!
Just to add in, adding an OM cost to essentially a basic maneuver (which Bring the Hammer Down is) means that it functions on a more powerful level, rather than just a regular smash with a hammer which anyone could pull off with the right proficiencies.
Thank you link
Side note, does anyone know what thread I should post on to request approval of the change in my flying ability? or should I just post my own thread?
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Move approval
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T2 The End Days: In a very mystical and whimsical display, Gamzee slowly waves his arms around in the air in an arcane sort of ritual. As he gathers the mirthful energies of the universe, Gamzee must stand still for four seconds. During this time he cannot move. The acrid smell of plasma begins to fill the air, and flashes of violet crack the sky. Then, the clown raises his hands into the air in a grand fashion. When the time is right, he calls down a hellstorm of lightning, hands falling to the ground like curtains closing a play. Bolts of arrow-like lightning blasts rain from the sky. The arrows are NOT lightning strikes. They are simply blasts of energy that rain from the sky cloaked in lightning.
I'm well aware that this is nowhere near ready for approval cx
I uh, I'm trying to decide certain aspects. The most glaring right now is the flight pattern; I could run them as homing, a Cone Shaped AoE, Sightline, or just in the general area where my opponent is lmao.
It was also brought to my attention that i could possibly run this as a Utility move, and that I could use this move to change the arena. Essentially, if i ran it as Utility, random lightning meteors would fall from the sky at random intervals in random places. Make sense?
If you're new to Omniverse Shenanigans, feel free to pm me about whatever piques your interest!
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04-06-2016, 07:59 PM
(This post was last modified: 04-10-2016, 12:38 PM by Jack Darby.)
Chaotic Energy Katana: (Requires Physical Strength. 300.):
This is a sword hilt that projects a blade of Plasma. This sword is a katana like hilt and projects a katana like blade. It can normally be hooked to the belt and typically is when not in use. It can be dodged or blocked. The blade is 23 and 1/2 inches, and requires about 2 seconds for Warren to activate. The main differences between a typical lightsaber and this one is that Warren's doesn't use a crystal or the Force in the slightest. This blade was made similar to the Dark Saber in terms of looks although it has a more katana styled hilt.
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(04-06-2016, 07:59 PM)Warren Zimmer Wrote: Chaotic Energy Katana: (Requires Superstrength. 300.):
This is a sword hilt that projects a blade of Plasma. Similar to regular swords except it hisses and glows, this sword can clash with them and perhaps even under certain circumstances break them. This sword is a katana like hilt and projects a katana like blade. It can nnormally be hooked to the belt and typically is when not in use. It can be dodged or blocked.
You'll need the length of the katana and as it's an energy blade, how long it takes to activate.
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Alright, I have revised it to fit your requirements I do believe.
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