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All of the following primes have been approved as personal NPCs.
How do YOU get a prime approved as your NPC?!
Check out this thread for the deets -- http://omniverse-rpg.com/showthread.php?tid=5159
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Character Name: Captain Carmen Isabella Sandiego
Character Source: Where in the World is Carmen Sandiego
B-Lister (3pts) (Major character; niche series; different universe)
[spoiler]
Character History:
After being summoned to the Omniverse, Carmen originally planned to continue the life she was familiar with from home. To this end she created her own version of ACME detectives agency, summoning Omniverse versions of the chief and the rest of the ACME agents. For a time, this was good, but unfortunately, Carmen's views of the competence of the ACME corporation affected the abilities of the secondaries she summoned, and meant that this Omniverse's version of the agency was unable to properly challenge her. She grew steadily more ahead of her supposed chasers, and grew less and less interested in them. On a whim, she decided to try ended to the ACME corporation, and did so in less than a week.
For a time, she was despondent, unsure of how to proceed. By chance, she happened to encounter a criminal being pursued by Coruscant militia. Seeing the fervor with which Judge Dredd pursued even that small time criminal, gave Carmen new hope. She began to commit outrageous crimes against both of the Empire and Kingdom, always escaping their capture.
Her latest escapade has led her to the Vasty Deep, where she has decided to take some time to explore the finer points of piracy while planning her next big caper. She has already plundered several vessels, and successfully ransacked two island villages. Carmen is enjoying the life of the pirate queen more than she expected, but she is aware that it will only be a matter of time until the Imperial Navy starts to pursue her in full.
(If you want me to come up with specific capers for bounties I can do that. You're also welcome to come up with your own if you prefer, the bounty isn't very important to her role at the moment.)
Level 2 Prime NPC
Use: currently just as a villain for the Vasty Deep, I don't see any reason why she couldn't be used for something in the future. (the Sage certainly isn't going to be able to defeat her right now)
Appearance:
Starting Stats:
ATK:2
DEF:2
SPD:3
TEC:3
Proficiencies:
Ranged Proficiency (1000 OM)
Physical Strength (1000 OM)
Area Attack Proficiency (600 OM)
(2600 OM)
Powers:
Burst Movement (800 OM)
Stealth (1200 OM)
Suppression (1000 OM)
(3000 OM)
Moves:
Dual Saber-Pistols (ranged, physical, 600 OM)
Captain Sandiego wields a pair of flintlock pistols, outfitted with blades along the bottom edge. Although she prefers to use these tools for ranged attacks, she will not hesitate to use them in melee if the situation arises. These pistols are single-shot, and require approximately five seconds to reload and prepare both pistols to fire again. As they are only flintlock, accuracy is tenuous beyond about 15 meters.
The blades are thin and run the length of the barrel, protruding a little more than about 10 centimeters. They are meant mostly for defense, and even at that will be better at deflecting an attack than blocking it outright. The pistols do not have the durability to be used as melee weapons for extended periods of time.
Cutlass Combat (physical, 300 OM)
for the above reasons, Captain Sandiego also feels it wise to carry a cutlass. The blade is small, only .5 meters in length, and is balanced finely for swift and rapid strokes. Again the blade will not have the durability to withstand repeated assaults from larger weapons, so Sandiego's style of combat emphasizes not getting hit to begin with. She is not above turning tail, and would much rather flee than continue a losing battle.
Grenade! (Tier 1 Super Attack: ranged, area 600 OM)
Captain Sandiego whips out a large round ball about the size of a clenched fist. Lighting it, she lobs it at the enemy. Five seconds after being lit the grenade explodes, affecting approximately a 5 meter spherical area. Primarily used against large clumps of opponents, she might also find it effective against particularly troublesome opponents. Characters with fast enough reactions could probably scoop up the grenade and toss it away, dampening or even completely avoiding the ensuing blast, depending on the speed involved (Let's say speed three to be able to toss the bomb away before it goes off, speed five to be unaffected by the attack entirely.)
(1200 OM)
Equipment:
Smoke Grenade (250 OM)
For when situations turn dire. She will happily use this grenade to escape a would-be capture. We must keep up reputations and all that.
Base:
The SS VILE (1000 OM)
This frigate was summoned by Captain Sandiego to use as a base while she traverses the Vasty Deep. The ship is designed for speed over strength, it boasts only ten guns, all above deck. It has a galley for the storage of supplies and cargo, and an aft castle for the captain's quarters. The ship can reach approximately 10 knots under full sail, and is more maneuvarable than the majority of imperial navy ships, and that is the major reason the VILE has managed to defeat a grand total of three Imperial navy ships, as well as nearly half a dozen smaller trading vessels.[/spoiler]
If history is to become legend, it first must be recorded.
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Character Name: Merik
Character Source: Original
[spoiler]
Current Location: Endless Dunes
Age: late twenties
Status: Level 3 Prime
Original Character (For personal use)
Role: Merik is a secret prisoner held captive near and beneath the town with no name. The bounty on his head has been removed, because of ten years of inactivity that he has been held- people believe him to be already banished. Only five people in the town know of his presence, (this excludes the mayor) and this is to keep the town fearless and the price of a secret high.
Note: The current objective of his Roleplay use is to use Merik's extensive knowledge of the Dunes (as described in his backstory below) and his bandit past, he will serve as a treasure hunter and a guide. To the ruins and promise of treasure and possibly to the edge of the desert.
Appearance: Merik is exceedingly tall, standing at a looming 6'4, and his boots below his feet add an extra inch and a half.
He is slim, has a swift stride and wears mainly casual yet decent attire. His black pants are covered in sand dust and his blue collard shirt is faded with the decay of time.
Merik has a short blonde haircut that frames his face and forehead, people whom didn't know him would comment by how "voluptuous" it looks. He is clean cut naturally, but occasionally a shadow of scruff lines his masculine jawline.
His smile comes off as menacing, because of the reddish gleam in his eye, and his voice is hoarse because of all the sand he has inhaled, yet this makes him exceedingly more enticing when he uses a lower tone.
Personality: Merik is a man of many faces and the key to all his masks originates from his memories. The people that once used him for power now benefited him. He is a great manipulator, and has many trades. To those he finds of value, he admires them and is reluctant to manipulate them because he thinks of it as a sign of disrespect.
Merik is a good judge of character, perhaps because of his villainous tendencies, but almost always tells the truth- with his own spin on it. With that said, he is slightly disillusioned, from the time spend in jail, and it has caused him to madden further, where he may not always have control of his powers, when enraged, he might berserk.
He is quick to anger and has but a few ambitions, one of them, revealing the injustice in Coruscant that had slain his family. Another is to find some sort of peace for Elana, whom it is ambiguous if her love was mutual.
A few quirks: It seems as though he has a case of desert delirium or has maddened with his time inside a cell. He hates traitors, the unjust and secondaries. His mind, to him is a courtroom where he is the only judge, and if he finds your character poses a threat to his ambitions, he won't hesitate to strike you down.
Story:
(Aside from staff, I would appreciate it if people read Merik's ‘introduction’ (Uncharted) in the Endless Dunes before reading his story. Spoilers! And it might change your view of him)
Merik was once a highly regarded man of Coruscant, until his wife and children were murdered- he suspects by the state- as he stumbled upon the first remnants of hidden conspiracy in the land.
Later a warrant was put out for his arrest, but it quickly escalated as secondaries attempted to banish him. This is where he acquired a peculiar skill, he obtained a powerful move that allows him to parry a banishment circle thrown at him.
This made him a desirable member of any faction with high aspirations, and a valuable guard to any assassination plot. But he soon was forced to flee the land of Coruscant, after spilling so much innocent blood that it stained his hands permanently. He now wears gloves to cover the grim reminder of his actions, but knows in his own heart- daily the burden grows heavy- of his guilt, he didn't have to kill them, but because his power grew out of control, he couldn't help but to riposte the attack of a banishing circle spiraling at him.
One day..
People attacked him from all sides, in an ambush before he fled Coruscant, in a city street with commoners. The attackers didn't care about endangering the innocents as long as they got paid, and the plan they used to ambush him was heinous. They turned from the busy crowd in a synchronized approach, and from all directions threw almost a dozen banishment circles at him. His will to live and fight, to avenge his family by revealing the truth of Coruscant caused him to make a crushing choice.
"Forgive me." An image of his dead wife in his arms and two daughters flashed before his eyes in the bloodied mess he had found them. But he spoke to the victims of the crowd. As every single circle bounced off a layer of his telekinetic shield. Saving him from the bombardment, but not the pain as he watched families at the market sucked into the black depths of hell.
In a horrified frenzy he fled into the Endless Dunes. Forever incriminated he fell into the delusion that he would be forever a villain.
Bandits of the Endless Dunes hunted him in the crevices of the desert. The strong ones were able to kill him, but at their own expense. While he respawned dreading life more than banishment.
Elana, a beautiful brunette woman, came along to change that, and he fell madly in love with her, she claimed to know of all he had been through and remained sympathetic while confirming with him that Coruscant was to blame with a story of her own.
She adapted to his bandit lifestyle surprisingly well, and craved the thrills of the frequent chases. Every night she would look at him with a glimmer of a secret in her eye, but Merik was too blind to see, the secret she held closer than him in her heart.
After a trek across the Dunes, he held in his hand a wedding ring for her, one he had forged out of sunlight for her, he prepared her proposal with glee. Because she made him feel as though he was finally free, despite his ties with gangs that held an illusion of influence, one that claimed to be informing the people of the lies and conspiracies but potentially killed every person whom was ready to listen. Little did he know Elana was also in that gang and it had turned her against him. Elana was a spy.
The truth was known to him, after returning from this trek too early, and finding a meeting between Elana and a gang member, their identities were revealed, the ploy they had played so deceitfully was one that enraged Merik, they were both there for the bounty on his head. Heartbreakingly, he threw the ring to the ground, Elana was a traitor, they had whispered as he entered, plots of his death. The truth was one that would soon capture him and cage the beast he knew he had been all along.
"Was it all a lie?!" Merik threw down and beat the man with his bloodied fists, seeking a scapegoat that became his punching bad. Elana stabbed Merik in the back helplessly after failing to get his attention with her shrieks of terror and protest. The man Merik beat, deployed his first defense, and released a circle nearing Merik's proximity. Elana's desire for the bounty over his head had encouraged her betrayal, and now encouraged her own guilt, so she leapt in front of the circle, to save him. Which man? Merik or the comrade, they would never know.
"No!" Merik shrieked, reaching out to her, the love of his life snatched from his grasp. The man too, reached for his comrade, but they were both helpless at its encompassing doom surrounded her. The two men survived but Merik's spirit was crushed, he was to blame. She didn't need to be banished for the sake of a reward on his head. She didn't deserve that hellish fate.
"WHY did she keep up this masquerade so long?" Merik asked after agreeing to his containment, and was tied in binding ropes, "Part of it," the man replied, "Was because we needed enough time for the mages to work on where you will reside. The other.. Because it made you happy."
Merik punched a wall, that resulted in the house falling to his his feet, his heartbreak froze the blade in his shoulder as he went to meet his fate.
Base Stats:
ATK:2
DEF:3
SPD:2
TEC:3
Bought stat increase +1 TEC (1,000 OM)
Updated Stats:
ATK:2
DEF:3
SPD:2
TEC:4
Proficiencies: Ranged, 1,000, Physical Strength 1,000, Area Shield, 400, Debuff 1,000, Ranged Materialized, 600. Area Attack Prof 600. Remote Control prof. 600.
(5,200 OM)
Powers  5,500)
Hive mind: 400 Om
Disassemble: 800 Om
Telekinetic advanced: 1,000
basic Regeneration:1,300
Survival: 2,000
Moves  1,800 OM)
Force Shove: (300 Om) Can shove people backward if focused enough with his mind using telekinesis. The range (strength) of the force shove is usually around ten feet, and feels like a massive fist colliding with the core of an individual's body. Can effect maximum of three enemies. Merik gets fatigued quickly after this move, and in this way it can be used once per battle.
Mirrored Shield: (300 Om) an invisible fortress surrounds Merik, almost unconsciously, saving him from the threat of banishment, but he is not impervious to death within its confines.
It resembles a dome and banishment circles thrown at the shield bounce off of and back at thrower. Approx 6ft diameter.
The shield is fueled by his telekinetic influence. (Does not deflect other magics tangibly.) and can be used once per battle.
Five Finger Death Punch: (300 Om) Merik squares his stance to punch people straight in the chest, and they collapse gasping for air and are pushed back. As the punch is landed Merik also is sent flying backwards the same distance that they are. Maximum distance 5 feet. The lack of air lasts for about three minutes and could kill a weak secondary from oxygen deprivation.
The Dagger in My Back: (900 Om, variable) Merik has a dagger in his back, as though it is frozen with time, the blood around the wound has formed a sheath, restricting his agility in that shoulder. Every time he unsheathed the blade, and pulls it out, the bleeding starts, and his is fatally injured. But when he uses the blade, he removes it from his shoulder (painfully, I might add) and stabs the enemy, his own blood poisoned with heartache (and black magic), it causes hallucinations in his foe and a painful death by venomous poison resembling that of a snake bite.
Don't let it reach the heart or there is no cure but death! Depending on the artery punctured the time it takes to reach the heart is upward of two minutes. The poison's weaknesses include: sand directly applied to the bloodied wound, hacking off the affected appendage, or a declaration of allegiance to Merik, in which the person becomes a slave to Merik's every desire or dies. (This third condition is based on the fact that he fuels the magic. Obedience slows the motion of poison to the person's heart).
Small Carbine, Operational Pistol: Held in a belt round his waist, a dueling pistol which his hand frequently falls on, a weapon adapted for the dunes. It shoots a striking bolt of laser at an enemy with a kick that causes him to move backward when in an unbalanced stance. The laser is released by a safety, can be fired ten times before the gun is heated and needs to cool for a minute, and the small shots are deployed by the trigger. (300 OM)
Mirage: (300 OM)
Bending an image (light molecules) with one's mind seems more impossible than not, right? Perhaps not for a person with telekinetic skill whom is hell bent on escaping a prison!
Mirage is a skill where Merik can bend wavelengths of light and use dust in the air as his advantage, and create a false image for no more than three minutes at a time. When he does this he cannot move more than three feet of his original "deployment" or the image dissipates. (As it is an image it affects multiple targets and can be used as a fake out).
It looks believable, especially to those wanting to believe it as real. The illusion is cast and can form into images such as people, bombs or places- provided the architecture is not too intricate and all are similar in size. (For size limit I'd like to put it at ten feet, but I know this move is questionable so I will let you decide, I plan to use it for a plot twist though).
Embassy Seal: (300) Merik casts an enchantment or rune on an object(a room, closet, jail or enclosed space), and it is encompassed in a protective layer, trapping whatever is inside and keeping anything outside of it out. It expires after a long amount of time, or when the enemy has hit a boundary (or wall of the room) 100 times or more with an attack.
Condition: on whatever room or object, the letters must be engraved on a visible surface "Here Lies: Only Death" and can be used only once per battle.
(300+ Om.
Shutter Shock: Targets the appendages and is a last minute resort as it causes numerous scratches in the shape of a curled wind blade that resembles three inch scissors with every cut. Two foot diameter and is activated after Merik is severely wounded and completely unconscious. Once per battle.)
RP fodder (optional):
He ages slowly: perhaps it's his telekinetic abilities that keeps the bonds of his atoms strong! But he ages one year for every ten since he became an adult. Because of this he usually does not grow facial hair. (0 Om)
Items: one banishment circle (250 OM)
Overall Spent OM: 14,250[/spoiler]
"I have never met a strong person with an easy past." -Atticus
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03-14-2016, 01:47 PM
(This post was last modified: 03-14-2016, 01:54 PM by Schwi Dola.)
Character Name: Genjuro Kazamatsuri
Character Source: Disgaea Series
Role: Coruscant R&D
C-Lister (1pt) (Minor character; niche series; Same universe)
[spoiler]
Level: 5
Spent OM: 24900
Proficiencies (4200): Physical Strength (1000), Ranged Proficiency (1000), Remote-Control Proficiency (600), Area Shield Proficiency (400), Area Attack Proficiency (600), Ranged Materialize Proficiency (600)
Powers (2400): Healing (2400)
Moves (3300): Battlesuit (0) , Ice (300), Fire (300), Wind (300), Star (300), Heal (300), Wave Particle Shot (300), Yoshitsuna (300)
Super Moves (1200): Giga Star (600), Giga Heal (600)
Transformations (3000): Overclock (1000), Overclock 2 (2000)
Assists:
Items (300): Communicator (200), Mobile Dataverse Device (100)
Bases: Coruscant Base (5500), Recall Station (1000), Teleporter Nexus (500), Medical Center (1500), VR and Uplink Stations (1500)
Unlocks (6000): First Stat Increase (1000, Second Stat Increase (2000), Third Stat Increase (4000)
Base stats, Overclock 1 and 2 Listed:
ATK: 3 (5) (7)
DEF: 2 (3) (4)
SPD: 2 (4) (6)
TEC: 6 (6) (6)
History: Before the Omniverse Genjuro worked for a man named Nemo who funded his research and projects in exchange for providing him with an army of demon clones. Genjuro's main project was to build his daughter a little sister that could take over the world for her. His wife died some years ago and at that time she made him promise to fulfill the wishes of their daughter. At the time that wish was to take over the world and have a little sister. So Genjuro researched and researched building the prototype design Desco and then the final version DesX. While stronger, mistakes were made with DesX and she killed his daughter Fuka and defeated and banished Desco to a cell in Hades. Eventually he learned that his daughter had become an Unprinny and discovered Desco, watching them from then on and helping in small ways.
Since Genjuro's arrival in the Omniverse he quickly introduced himself and got himself into the research department of the Empire. His expert knowledge of genetics and rare knowledge of magical technology and that we was a prime made him a strong asset. There he works day in and day out with the wide variety of new genetic samples in the Omniverse to construct monsters that the Empire can use as weapons in their future wars. Here he also keeps an eye on his old project Desco and helps her from time to time curious to see how she will develop.
Battlesuit (Fodder Move) (0) - When Genjuro fights he magically summons and equips a grey and blue full body battlesuit. Without it he is just not as strong all around.
Fire (Requires Ranged Proficiency, Ranged Materialize Proficiency, Area Attack Proficiency) (300) - A Magical Circle forms below the User. After a moment, a burst of fire forms at the target's feet and attempts to engulf the target above it.. This can be placed anywhere within 100 feet but it needs to be aimed so difficult to use properly on unseen targets.
Ice (Requires Ranged Proficiency, Ranged Materialize Proficiency, Area Attack Proficiency) (300) - A Magical Circle forms below the User. After a moment, magical ice materializes above the target and attempts to cover the target, then shatters itself. This ice doesn't prevent movement (any more so than any other blast of energy would). This can be placed anywhere within 100 feet but it needs to be aimed so difficult to use properly on unseen targets.
Wind (Requires Ranged Proficiency, Ranged Materialize Proficiency, Area Attack Proficiency) (300) - A Magical Circle forms below the User. After a moment, a green magic tornado materializes below the target. This magical attack tears around the target and damages them, rather than trying to carry them with it. This can be placed anywhere within 100 feet but it needs to be aimed so difficult to use properly on unseen targets.
Star (Requires Ranged Proficiency, Ranged Materialize Proficiency, Area Attack Proficiency) (300) - A Magical Circle forms below the User. After a moment, three rings appear around the target and then three starbursts appear and tear through the target. The three circles take a moment before the starbursts form, but they are already trying to hit the target the moment the starbursts appear. This can be placed anywhere within 100 feet but it needs to be aimed so difficult to use properly on unseen targets.
Heal (Requires Ranged Proficiency, Ranged Materialize Proficiency, Area Attack Proficiency) (300) - A Magical Circle forms below the User. After a moment a burst of blue and white light forms around a target's body healing injuries. This can be placed anywhere within 100 feet but it needs to be aimed so difficult to use properly on unseen targets.
Wave Particle Shot (Requires Ranged Proficiency) (300) - A Gun which generates wave particles as its bullets. It is a fairly powerful gun firing at 45 rounds per minute. However it stores only 20 rounds before it needs to reload, magically generating new ammunition. It can reload a partially empty clip.
Yoshitsuna (Requires Physical Proficiency) (300) - A magical sword made by a famous swordsmith. It is fairly large at 6 feet long and the blade has a larger diamond shape at end that tapers down to the hilt. It is strong, light, and flexible making it easy to wield.
Giga Star (Tier 1 Super Move) (Requires Ranged Proficiency, Ranged Materialize Proficiency) - A Magical Sphere appears around the User which expands and dissipates. Then a Ring appears in the sky above the target area that forms into a large cloud. A giant eyeball appears in the cloud and looks downward and shoots a tracer beam, then fires a 30 foot diamater beam of destructive power following it.
Giga Heal (Tier 1 Super Move) (Requires Ranged Proficiency, Ranged Materialize Proficiency) - A Magical Sphere appears around the User which expands and dissipates. The Magical Sphere reforms above the target, expanding and then contracting and finally exploding showering the single target with healing energy.[/spoiler]
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Character Name: Abner White
Character Source: Original
[spoiler]
Role: Secondary to Prime conversion, per the Saga. Finally getting around to reposting this.
Appearance: Abner wears green BDU pants, black boots, and a grey t-shirt. He wears a black bulletproof vest as well, but only because it was issued to him and happens to have extra pockets for storage. He frequently complains about how hot the damn thing is. He also wears a ballcap with a woodland camouflage pattern. His face is scruffy and unshaven, and if he's not smoking a cigarette he's likely chewing tobacco dip. He speaks with an accent associated with the rural American southeast. One would be able to correctly guess upon looking at him that he is in his late 30s, most noticeably his black hair is showing bits of grey in it.
History: Abner had been an Imperial stormtrooper for a long time, as well as a soldier in his world before arriving in the Omniverse. He served on many missions and was well known as one of the Empire's best "normal" stormtroopers, in that he had no extra powers and is not a Prime. That said, he slowed down considerably the past few years. He wanted to take a break from being a front-line soldier, but he didn't have many other marketable skills. He's seen and done many things, and now he's become somewhat tired of it all. He worked as a stormtrooper in the Nexus for the past several years, having to deal with both new Primes as well as soldiers from Camelot. He was sent to the Nexus to help recruit Primes to the Imperial side after it was decided that he might not be the best at patrolling in Coruscant. This didn't work too well, as he was much more interested in simply surviving than actually recruiting Primes, unlike some of the more eager, younger troopers. He was then reassigned to the special operations section, with the hope that a proper use could be found for his unique skills.
His first assignment was to investigate the rumors that there was a way to find Omni directly. Abner set out to the Tangled Green, where he found himself united with other like-minded souls from various walks of life. Alongside them he trekked through a temple and set up a small community in the swamps while they investigated the possible location of the portal to the Void. Eventually it was discovered that they had to travel through the Swamp of Sadness. Abner journeyed through as well, his doubts with the Empire culminating in a terrifying experience. He made it through, but promised to no longer toil through his job, but instead actively try to make the world better.
He was one of the survivors who met Omni, and though he was disappointed in the god's attitude and reasoning, he still accepted the offer to become a Prime. Abner has now returned to the Omniverse he knows so well with powers he never imagined would be his.
Level: 1
Stats: (+1 Stat Upgrade - 1000 OM)
ATK: 3
DEF: 1
SPD: 2
TEC: 5
Proficiencies: Physical Strength (1000), Ranged Proficiency (1000), Area Shield (400)
Powers: Suppression (1000), Stealth (1200)
Moves:
Sig Sauer P226 (300) - A fairly standard, black pistol that Abner keeps in a thigh holster on his right side. It takes him less than a second to draw it from the holster, as he has trained and practiced extensively with it. The pistol holds fifteen rounds in the magazine, plus one that he always keeps in the chamber. When empty, if he has a fresh mag on his person (he carries two on his belt and two on his vest for a total of four spares), it takes him about a second and a half to reload the weapon. Abner can accurately shoot up to 25 yards in a hurry and on the move, and around 50 with a little more aim and concentration. It fires .40 S&W rounds, allowing him to be accurate and have solid stopping power at the same time. It is semi-automatic, so it will fire just as fast as he can pull the trigger.
E-11 Blaster Rifle (300) - A black energy rifle assigned to Abner by the Empire. The weapons shoots red laser beams instead of ballistic projectiles. It is shorter than an average assault rifle, for ease of movement, and can be fired one handed, though with significantly less accuracy. It has an effective range of about 320 yards, and Abner's model is semi-automatic, allowing his to fire as fast as he can pull the trigger. It is customized to have a rechargeable energy core, which means he theoretically never has to reload it, however if he continues to fire, it will need to cool down for ten seconds after the thirtieth shot. It is actually less powerful than his other weapons, but far more accurate. Abner carries the gun on a three point sling across his chest, so that he can shoulder it quickly, but also simply let it drop when he needs a different weapon.
Remington 870 (300) - A standard, black twelve gauge shotgun. Abner typically keeps this slung over his back, which takes him about two seconds to get it into his hands and ready to fire. The shotgun has four shells of buckshot in the tube and an empty chamber while he's traveling, plus an additional six rounds stored on the side of the gun for quick access. Between every shot he must pump slide to load a new shell into the chamber. Though he can pump almost instantly after firing, loading the additional shells on the side into the barrel directly can take as much as a second to load and fire, slowing down his last shots considerably. The maximum range of the weapon is around 35 yards. Though up close it has devastating stopping power, the further away he gets, the less damage it does due to less pellets actually hitting the target.
Combat Knife - Requires Physical Strength (300)
A solid, heavy steel combat knife that Abner wears on the left shoulder strap of his bulletproof vest. It has a blade length of 7 inches, and an overall length of 12 when including the grip. It is a durable weapon, though it sees more utility use than combat use. The weapon hangs with the handle towards the ground, so he can draw it in a fluid downward motion with a great deal of speed. Though it is a remarkably sturdy weapon, Abner sacrifices power for speed and handling ability with this weapon.
Energy Launcher – Requires Ranged Proficiency (600 – Tier 1 Offensive Super)
An attachment on the bottom of his E-11 assault rifle that functions as a high tech grenade launcher. The energy launcher operates independently of the rifle; it is just simply attached directly underneath the barrel. Abner presses a button on the right side of the attachment, and it releases a powerful burst of concentrated energy that can have devastating effects on its target. The energy launcher has significantly less range than the rifle it is on, capable of going only 100 yards. It does not cause any form of explosion on impact, it simply dissipates once it connects with its target, leaving the damage done localized. It also takes special energy packs which limits its use considerably.
Deployable Shield – Requires Area Shield (600 – Tier 1 Defensive Super)
Abner carries several small and thin metallic projectors on his belt. Unfolded, they are only a few inches tall but five feet wide. Folded up, they take up only a few inches of space on his belt, so they are effectively out of the way. When Abner needs to, he throws one of these energy projectors to the ground, and it unfolds in the air. Upon landing on the ground, a translucent, blue tinted energy shield emerges from it. It measures five feet by five feet, and is capable of stopping powerful attacks, but will shatter if it takes too much damage. The deployable energy shields cannot be recharged or reloaded. Once they are deployed they immediately begin to drain their short battery supply, and Abner carries a small amount on him.
Total OM Spent: 8400
Here's his secondary saga profile, just to get everything in one place.
Full name: Captain Abner White
Source: Omniverse Original Character (or Star Wars?)
Appearance: Abner wears green BDU pants, black boots, and a grey t-shirt. He wears a black bulletproof vest as well, but only because it was issued to him and happens to have extra pockets for storage. He frequently complains about how hot the damn thing is. He also wears a black ballcap with the Imperial logo on it. His face is scruffy and unshaven, and if he's not smoking a cigarette he's likely chewing tobacco dip. He speaks with an accent associated with the rural American southeast. One would be able to correctly guess upon looking at him that he is in his late 30s, most noticeably his black hair is showing bits of grey in it.
History: Abner has been an Imperial stormtrooper for a long time, as well as a soldier in his world before arriving in the Omniverse. He served on many missions and is well known as one of the Empire's best "normal" stormtroopers, in that he has no extra powers and is not a Prime. That said, he's slowed down considerably the past few years. He'd like to take a break from being a front-line soldier, but he doesn't have many other marketable skills. He's seen and done many things, and now he's become somewhat tired of it all. He has worked as a stormtrooper in the Nexus for the past several years, having to deal with both new Primes as well as soldiers from Camelot. He was sent to the Nexus to help recruit Primes to the Imperial side after it was decided that he might not be the best at patrolling in Coruscant. This didn't work too well, as he was much more interested in simply surviving than actually recruiting Primes, unlike some of the more eager, younger troopers. He has now been reassigned to the special operations section, with his superiors hoping that his unorthodox skills and methods might bring some success in some unusual operations.
Goals and motivations: Abner would be more than happy to simply retire and fade away, but he has a long time left before that happens. So for now, he's content to do his work and be a soldier with as little effort as possible. The only real goal he has is making it back home at the end of every mission.
Why do they want to find Omni? He really doesn't. But his mission from the Empire is to investigate and follow up on rumors that there's a way to the Oververse, and they pay the bills. Should he actually reach Omni, he would have to re-evaluate his priorities.
Personality: "Doesn't give a shit" appears to be the easiest way to describe Abner. He will do his job with as little effort as is needed to get it done. That said, he'll never leave something unfinished or in bad shape, he's just not the "extra mile" type. He is very laid back and relaxed, and he rarely gets worked up over anything. The flip side is that he is fiercely loyal to his allies, after he warms up to them. He will fight for them and do anything he can to help them out. If they make a questionable or unwise decision on the quest, though, he'll be the first to tell them that he thinks they've done wrong, in his own (colorful) way. One of the reasons he was sent away from Corsucant is that if he has an opinion that isn't very politically correct, he's not afraid to speak it out loud.
Possible Reactions: Whatever crazy life story anyone has, Abner's not impressed by it. He's seen and heard it all already. Whatever crazy enemy or challenge is thrown at them, he'll take it in stride. If one of his companions gets on a long tangent about their past, the others will likely see Abner shaking his head somewhere nearby. He's a believer that when it's it's his time to die, then it's his time. That said, he won't dive headfirst needlessly. If the quest gets too hard, and people begin dying rapidly, Abner will gladly speak up and say that it's time to go back. If he can't convince his team to turn back, then that's fine by him, he's liable to leave on his own. If there appears to be no other alternative, he will press on, grumbling more than usual about it.
Relationships: Abner knows many Imperial soldiers, from high to low ranking, simply as a result of his tenure. He's also met several Primes in his time in the Nexus and is also on friendly terms with some Camelot soldiers, preferring that over the possibility of violence breaking out.
Combat Style: Abner typically operates at long range with a rifle or a pistol, but if he's forced to he can survive up close with his hand to hand skills or his combat knife.
Skills: Despite his apathetic personality, Abner is actually an incredibly skilled hand to hand fighter and an expert shot with a pistol and a rifle. He is a great tracker, having grown up a hunter. He has plenty of survival skills that pertain to long missions away from backup or support.
Extra: Abner has one appearance already, in this post during my alt's arrival in the Omniverse.
Possible Quotes: Not exactly a quote, but he is pretty well known for his exasperated and annoyed sigh. [/spoiler]
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04-19-2016, 01:06 AM
(This post was last modified: 04-27-2016, 07:10 AM by Strazio Rockwell.)
NPC Name - Nemesis Hunter
Source - OC
Location/Role - Pale Moors Bounty Hunter (Ask Strazio beforehand)
[spoiler]
Level - 5 (28150 OM spent)
Character Appearance
Character History - "What is a man if not a collection of fears?"
Spoken only as a whisper the name Nemesis could chill the veins of even the most decorated soldier. In his home universe the being known as Nemesis Hunter held to allegiance to a state, but rather existed to spread chaos and fear among those that called themselves warriors. Under the guise of an unearthly darkness he would come to those unlucky enough to receive his ire. Nemesis was no mere assassin, no he lived to taste the fear of mankind, to breath deep of their terrors and sustain his wretched existence. Less of a man and more a force of unrepentant nature Nemesis was known to wipe out entire squads of soldiers, leaving nothing but frightened corpses. It was during one of these attacks that Nemesis was whisked away to the Omniverse to continue his reign of terror. The man, stripped of his power, traveled to the Pale Moors and was met with the horrors that existed there. In his weakened state he offered his services to Dracula in exchange for power. Now he acts as a bounty hunter for the vampiric overlord, spreading seeds of terror among the Omniverse.
Character Personality - Hunter is an incredibly patient man, watching his prey for months before striking. Oftentimes he'll use his shapeshifting to interact with his quarry and to get a good feel for their limitations. Defeating an opponent is not enough for him, no his quarry's soul must be shattered and driven into the dirt. His victim's last few moments must be filled to the brim with fear or the kill is not satisfying to the hunter. If he has the chance to prolong a winning fight he would take it if it meant more suffering for his opponent.
Stats
ATK - 4
DEF - 2
SPD - 3
TEC - 4
Proficiencies (3600)
Physical Strength (1000)
Range Proficiency (1000)
Debuff Proficiency (1000)
Area Attack Proficiency (600)
Powers (10100)
Burst Movement (800)
Shapeshifting (1400)
Phasing (1200)
Enhanced Senses: Basic (1400)
Insight (1600)
Telepathy (1500)
Stealth (1200)
Suppression (1000)
Unlocks (9000)
Tier 1 Power Cap (2000)
1st Stat Increase (1000)
2nd Stat Increase (2000)
3rd Stat Increase (4000)
Items (1850)
Communicator (200)
Mobile Dataverse Device (100)
Vita Compass (800)
Isolation Verse (750)
Moves (1200)
Mk-IV Inoculation Rifle (300) Requires Debuff Proficiency, Ranged Proficiency
[spoiler] The Inoculation Rifle is nothing more than a military-grade tranquilizer gun. It is capable of accurately firing a dart up to 60-some yards away. The dart itself isn't very damaging -nothing more than a prick in the arm- but its payload is a moderately powerful mind-altering drug. Due to the unique biology of primes most are able to shrug off a few darts before feeling and adverse affects, and the hardier of beings are able to more or less ignore the effects altogether. If struck with enough darts in a short amount of time the unfortunate victim begins to grow delirious and sluggish. Their mind becomes cloudy and their body becomes slow to respond. This effect doesn't last very long unless more darts are applied. The rifle can hold ten darts at a time and they can be individually reloading, taking only about a second to load another dart.
Darkfire Blade (300) Requires Physical Strength
Nemesis's weapon of choice is double-edge coal colored blade. The blade itself is about five feet long, with the handle adding another foot. From edge to edge the blade is about five inches wide with the hilt only being a few inches wider. If one were to look closely you would notice bright red specks worked into the metal, this is darkfire. A particularly volatile substance, darkfire reacts with blood violently creating a small explosion when in contact. The weapon itself is cumbersome to wield due to its weight, and it only takes a few swing to tire the user. If Nemesis is able to wound his target and draw blood the darkfire will react with the wound and the wound will explode after one full second. The explosion isn't incredibly damaging, but it is enough to exacerbate the wound and make recovery more difficult.
Drink Their Terror (300) Requires Ranged Proficiency, Debuff Proficiency, Telepathy, Insight, Enhanced Senses
Nemesis chooses one target up to 20 meters away and begins to probe into their mind. This ability requires little concentration from Nemesis, and does no direct damage or debilitation to his target. Instead it slowly feeds Nemesis information on his opponent's fears, starting with small phobias like a fear of heights, and eventually revealing greater and more personal fears. If an opponent is skilled in telepathy or if the TEC differential is great enough Nemesis is unable to learn much from his enemy.
Shroud of Fear (300) Requires Ranged Proficiency, Debuff Proficiency, Area Attack Proficiency
After a few moments of concentration a 20 meter area around Nemesis is enveloped in a darkness, not unlike smoke. The thick smog obscures vision and hampers ranged attacks directed towards the fog. Slowly the mind of anyone who stays within the shroud is affected and they begin to hallucinate. At first the hallucinations are merely auditory, but the longer one stays within the shroud the more visceral the hallucinations become, eventually becoming both visual and auditory. Once activated this move continually drains a small amount of energy from Nemesis, but the amount is usually negligible until he is weakened.
Super Moves (1400)
Veil of Death Tier two utility super move (800) Requires Shapeshifting, Suppression
Nemesis is able to shapeshift into anyone that he has killed. While under the effects of the veil he is not subject to the "glitching" that normal shapeshifting is subject to. It also shields him from sensory powers, hiding his true identity from all but the most skilled. After shapeshifting he gleans enough knowledge from his fallen foe to imitate them, particularly their mannerisms and basic day-to-day interactions with others. Secrets and other things buried deeper in his target's mind are not learned, just enough surface level knowledge to comfortably imitate them. To activate this ability he must physically touch the corpse of his desired shapeshift and expend 2 SP. This 2 SP is "reserved" meaning that he won't recover it until he exits the transformation and rests for an adequate amount of time.
Shatter Mind Tier one offensive super move (600) Requires Physical Strength, Debuff Proficiency, Telepathy
Nemesis rushes towards an enemy and grabs them. After a few seconds of contact he breaks away and the target is left feeling dazed. Slowly over the course of a few minutes his victim begins to become unreasonably frightened. They begin to hallucinate and the weaker willed often end up paralyzed in abject terror. Taking damage weakens the effect, but does not completely remove it. The effect only lasts for a total of five minutes, but it progressively becomes more debilitating over time.
Assists (1000)
Agents of Fear Tier one assist (1000)
ATK 2
DEF 1
SPD 1
TEC 1
Nemesis creates up to five facsimiles of himself, each of them capable of wielding his weapons and abilities.[/spoiler]
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04-19-2016, 10:54 PM
(This post was last modified: 04-28-2016, 09:13 PM by Ruby Rose.)
Character Name: Qrow Branwen (Uncle Qrow to Ruby and Yang)
Character Source: RWBY
C-Lister (1pt) (Minor character; niche series; same universe)
[spoiler]
Race: Human
Appearance:
Character Location: Will begin in the Pale Moors, but over time will make his way to Ruby and co. and join in on their adventures.
History: Qrow Branwen is Ruby Rose and her sister Yang Xiao Long’s Uncle. He is a trained Huntsman and a graduate from Beacon, the same school Ruby and Yang attended. When Yang and Ruby were very young, Yang went out to look for her missing mother, but was attacked by a horde of the Creatures of Grimm. When all hope seemed lost, Uncle Qrow swooped in to save the day.
Qrow taught at Signal, the ‘primary’ school for Huntsmen and Huntresses that Ruby and Yang both attended. Noticing Ruby’s lack of skill, Qrow taught her personally how to use a scythe, and as such the young girl became an adept in using such a weapon, eventually crafting her own High Caliber Sniper Scythe. After leaving Signal for Beacon, Ruby and Yang rarely got the pleasure of seeing their Uncle.
Until one day he turned up at their school for matters unknown to them. The headmaster, deputy headmaster general of the Atlesian army were all supposedly involved.
As peace began to restore itself once more upon the eve of a new year, Qrow went missing for unknown reasons; he never left a message, nor any clues, leaving Ruby and Yang heartbroken and upset.
The reason for Qrow’s disappearance was none other than Omni, the sole god of the Omniverse. He yanked the Huntsman from his world and used him as a pawn in his mind-boggling game. Qrow seemed to take a liking to the Pale Moors, somewhere with familiar scenery to the darker areas of Patch, his old home island. It also gave him chance upon chance to test his skills on the mindless vampires there, honing his Omniverse-altered abilities.
Role: Qrow will serve as a form of guide to Ruby, helping to teach her more skills as he did at Signal and teaching her to not be as childish as she often proves to be.
Personality: Qrow is known for being “rude, blunt, cynical, sometimes crass and foul-mouthed” (RWBY Wiki), but at the same time “cool-headed and nonchalant”. He may wield a sharp sword, but his tongue is comparably sharper, able to insult and shut down those aimed at him with ease and little worry. When telling people things or warning them, he doesn’t beat around the bush and instead says what he needs to say straight up. He’s always laid back in whatever he does, whether that might be fighting, talking or arguing. He’s also known (especially by Ruby and Yang) for having a few perverted tendencies, having claimed ‘being defeated by the mere sight of the length of the barmaid’s skirt’ at a tavern he was visiting for clues as to someone’s whereabouts. He’s displayed to have little reservations when it comes to talking about adult topics, showcased when Qrow mentioned to his nieces that he had some naughty stories from his days in Beacon, but would wait for them to get older before spilling the beans. His most notable behavioural problem is the fact that he’s always drinking alcohol. It almost seems like he can’t live without it. Strangely enough, he seems to have a sharper wit while drunk, and can fight perfectly fine under the effects; that just displays what his power behind the drunkenness must be.
Combat Style: Qrow specialises in combinations of quick, powerful strikes with his sword, especially after drawing his opponent in with taunts. He is shown to be equally adept with his left hand as his right hand, and displays above average accuracy with firearms.
Level: 3
Stats:
ATK: 6 (+2 Stat Upgrades)
DEF:1
SPD:3
TEC:2
Total Spent OM: 12,900
Proficiencies (2600): Physical Strength (1000), Ranged Proficiency (1000), Area Attack Proficiency (600)
Powers (5800): Burst Movement (800), Advanced Super Jumping (500), Basic Enhanced Senses (1400), Insight (1600), Foresight (1500)
Moves (900):
Greatsword (900 OM - Requires Physical Strength, Ranged Proficiency): Qrow wields a large, silver, single-edged sword with some kind of tribal pattern running along where the fuller would be. A pair of gunbarrels flank the blade at the hilt, connecting up to a circular clockwork mechanism that seems to accommodate all the different forms the weapon can take. A hole is located in the blade in front of the clockwork mechanism, and a pair of parallel handguards come downwards. The handle is crimson with a black pommel, and is long enough to accommodate both hands at different distances apart.
The weapon has four modes; the first is a compact mode, where the blade retracts in on itself, becoming around half the size it was and making it less of a burden to carry. The second is the sword itself, and the third is a long range shotgun, with a buckshot-like spread fired from each barrel. In this mode the blade is curved downwards, providing an open field for firing. The shotgun is accurate at a surprising fifteen meters, and after that the cone of buckshot begins to spread out more widely. The fourth and final mode creates Qrow's most proficient weapon; a scythe. The blade of his sword splits at multiple sections and begins to folds backwards, forming a seemingly awkward scythe with the blade on the outside. However, just before the handle of the weapon telescopes in two sections and extends, the blunt side of the blade opens up and a crimson blade emerges from the gap, completing the weapon.
Inactive Mode
Sword Mode
Gun Mode
Scythe Mode
Qrow Cutter (300 OM - Requires Ranged Proficiency): Qrow charges up for three seconds, bringing his sword above his head, before he swiftly swings it downwards, sending a white arc of energy forwards across the ground at ~5 m/s. The arc is only two centimetres thick and explodes upon contact with a solid surface. This explosion only covers a foot in each direction, simply to try and catch the opponent if it were to barely miss them.
Super Moves (600):
Qrow Counter (Tier 1 Super Attack - 600 OM - Requires Physical Strength, Area Attack Proficiency): With a simple taunt, Qrow draws an attack from an opponent, but rather than dodging the attack he simply takes it, allowing his Aura to absorb the damage for him. When he recovers, a crimson glint appears in his left eye and he raised the blade, before bringing it crashing down into the ground, shattering the ground in a three meter radius around him.
Other Purchases (3000): First Stat Increase (1000 OM), Second Stat Increase (2000 OM)[/spoiler]
Quote:"Nothin's gonna stop Team RNJR now!" - Ruby Rose, RWBY Volume 4
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04-19-2016, 10:55 PM
(This post was last modified: 04-28-2016, 09:14 PM by Lubbock.)
Character Name: Esdeath
Character Source: Akame ga Kill!
C-Lister (1pt) (Minor character; niche series; same universe)
[spoiler] Race: Human (Part Demon due to Demon's Extract)
Appearance:
Character Location: Frozen Fields
History: "Esdeath was born in the Northern Frontier Lands and is the sole remaining survivor of her village, the Partas Clan. She spent most of her childhood in the north with her Tribe and she was very close with her father, the clan chief due to the death of her mother at the hand of an ultra-class Danger Beast (The creatures hunted in the story). She was a skilled and formidable fighter at even such a young age. Whenever she caught prey for the tribe her father would begin gutting the creature without killing it. Due to this she became comfortable with the idea of inflicting pain on living things. However, her father was worried that this might cause her to lose something that she can't regain, but in order for her to survive this was fine with him. Her father told her that in the North "The strong live and the weak die", a creed she kept close to her heart. One day she returned from an outing to find her Tribe destroyed, with everyone either dead or dying. Her father was still alive but mortally wounded, and she vowed to herself to become strong. Later, she joined the Empire's Military, rising through the ranks rapidly, and at some point the Prime Minister allowed her to choose a Teigu (Or Imperial Arms, powerful weapons wielded by characters throughout the story), she noticed one that was chained off from the others (Demons Extract), felt that it was calling for her and chose it. Instead of drinking one glass which would have been enough, she drank the whole thing. After taming the Teigu Esdeath would gain the title of the strongest in the empire," - Akame ga Kill! wiki
Esdeath's arrival to the Omniverse was rather strange to her, but didn't pose too much of a problem to her. She took easily to the world, rather liking the idea of having many upon many specimens to inflict pain upon. She travelled among the Verses, none satisfying her tastes - sure, she might have been able to find a good position in Camelot or set up an establishment in the Ashen Steppes, but they didn't suit her tastes. However, her black heart found home in the Frozen Fields, a place that looked like she had set it up herself. It also posed as a great place to establish a small Kingdom that could possibly evolve into a frozen empire. The Trolls might make something of a worthy ally…
Role: For one, I want a true antagonist to my character, as I have yet to make any enemies, and I want a familiar one among any I do make. The main idea, though, is to help make Lubbock's life miserable, especially in the quest he'll be taking. She'll also end up reminding him about the other world and give him false information about its state, and cause him to yearn to go back to find the truth, while Esdeath does the same.
Goals and Motivations: Esdeath is aiming to raise her own Troll empire to take over the Frozen Fields, and later other Verses. She aims to rule as much of the world as possible, and fix up all things she sees as 'wrong' and 'corrupt'.
Personality: One word can be used to sum Esdeath up; sadistic. Esdeath loves to torture people, and has a library of punishments for insubordination. She loves being in control, always aiming to dominate those under her control, and even those out of her reach. However, it is displayed that she has a soft side, particularly to those who swear their allegiance to her. She becomes generous to her subordinates, and comforts them if needed. She also shows an ability to actually fall in love, as she had once done with a boy by the name of Tatsumi.
Relationships:
- The Trolls of Zul'garand
- All of GLAM
- Urist and his Dwarves
Combat Style: Esdeath combines lethal close-quarters-combat tactics with her deadly Demon's Extract, allowing her to control the battlefield from all ranges. Her control over ice provides her an arsenal of various attacks, but these can all be for naught if she were up against a fire user. In extreme heat, Esdeath finds it difficult to fight well and exhausts much easier.
Level: 2
Stats:
ATK: 3
DEF: 2
SPD: 2
TEC: 3
Proficiencies (3200): Physical Strength (1000), Ranged Proficiency (1000), Area Attack Proficiency (600), Ranged Materialize Proficiency (600)
Powers (2600): Burst Movement (800), Time Manipulation (1800)
Moves (1200): Rapier (300), Weissschnabel (300), Grauhorn (300), Hagelsprung (300)
Super Moves (600): Tier 1: Mahapadma (600)
Skills and Stats
Proficiencies:
Physical Strength: Esdeath has trained herself to be highly efficient in hand-to-hand combat and with most forms of weaponry, giving her an advantage in most melees.
Ranged Proficiency: Esdeath's attacks include an array of long-range strikes using her Imperial Arms, Demon's Extract, allowing her to create ice out of thin air.
Area Attack Proficiency: Many of Esdeath's ice attacks cover a wide area, such as large globes of solid ice.
Ranged Materialize Proficiency: Esdeath's attacks can be summoned from a distance, allowing her to attack her opponent from many different angles.
Powers
Burst Movement: Esdeath is very quick on her feet, able to cover large distances in small amounts of time, at the expense of exhausting herself.
Moves
Rapier (Requires Physical Strength): Esdeath carries a normal rapier with no special effects, although she proves to be rather skilled in swordsmanship.
Weissschnabel [White Mouth] (Requires Ranged Proficiency, Ranged Materialize Proficiency): Esdeath creates several icicles from thin air and fires them at her target by waving her hand. She can materialize these anywhere within her sight. However, as of yet she is unable to freely control them mid-flight, and the icicles are rather small.
Grauhorn [Grey Horn] (Requires Ranged Materialize Proficiency): Esdeath creates a giant horn of ice from thin air to pierce their target. Like Weissschnabel, Esdeath can form this from anywhere within sight. This takes quite some time to materialize, and is rather taxing on Esdeath’s energy, especially if used repeatedly.
Hagelsprung [Hail Pounce] (Requires Area Attack Proficiency): Esdeath creates a giant sphere of ice which looks like a piece of gigantic hail and throws it in a direction. Unlike Weissschnabel and Grauhorn, the ice cannot be formed anywhere within sight, only within a few feet of contact to her.
Super Moves
~ Tier One
Mahapadma [The Great Lotus] (Requires Time Manipulation): The trump card of Demon's Extract which freezes space and time. When used, space and time are frozen and only Esdeath can move for a maximum of five seconds. This ability is very taxing on her and can only be used once a day. The largest downfall of this ability, though, is the afterimage that may be left of an enemy due to their speed or, in rare cases, her own bloodlust. This afterimage will leave Esdeath open, as the enemy may be in another spot where she cannot see.
Stats
3 ATK: Esdeath can deal some serious damage withe her rapier and Demon's Extract.
2 DEF: Esdeath is skilled at parrying and blocking attacks, but physically isn't as resilient as most.
2 SPD: Esdeath is naturally quick while not being exceptionally fast.
3 TEC: With her rapier, Esdeath can pinpoint locations on the body and stab them precisely. She shares the same skill when launching her Demon's Extract attacks.[/spoiler]
![[Image: pI1klOP.jpg]](http://i.imgur.com/pI1klOP.jpg)
Quote:There is no way to train your heart to be invulnerable.
- Lubbock, Akame ga Kill
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04-20-2016, 07:24 AM
(This post was last modified: 04-20-2016, 07:29 AM by Sans.)
Character Name: W.D. Gaster
Character Source: Undertale
C-Lister (1pt) (Minor character; Same universe)
[spoiler]
Character location: Nexus
Role:Provide antagonist to Sans and Alice in Tangled Green.
Prime or Secondary?: Prime
Character History: (Beware: Major Spoilers) (Also, I apologize for such a long history!)
FASCINATING
THIS TIMELINE IS… STRANGE
MAYBE… JUST MAYBE
W.D. Gaster was a tall, kind and scholarly skeleton, recognised by his strangely round but kind face and lack of teeth, instead being replaced by an unmoving line of a mouth. He was highly regarded by the monsters of the Underground and often hunted down to help out with problems. He was often found keeping the popular skeleton brothers, Sans and Papyrus out of trouble, speaking to them in a soft, adoring tone like a father would. No one would have expected he could become corrupt in the slightest.
They were all so very wrong.
Gaster’s high intelligence was noticed by the king and queen of the Underground, and he was taken to the castle to work as the Royal Scientist, leaving Papyrus and Sans behind. They slowly remembered less and less of him. One day, he was working on a machine that could be used to combine the souls of humans and monsters… but it was never finished.
Gaster fell into the machine, and was torn apart his whole being torn to shreds and scattered across time and space, never to return again. Well, that’s what his followers said. Although his being was torn apart, his soul was too powerful to be scattered and was thrown into a small chamber, with a grey door leading into it. Heart racing, Gaster desperately banged on this door, hearing the voices of Sans and Papyrus outside, but he couldn’t get through. He stood still in shock when he heard what Papyrus said;
“TO THINK THAT WE’VE COME SO FAR WITH US TWO ALONE…”
No… Gaster thought, appalled. That’s wrong! I was with you the whole way!
They had forgotten him, and now he was locked away in this tiny room, nothing but a soul. He weeped for days upon days, until finally the tears stopped, and his grief was replaced by burning anger. The negative emotions that leaked from his very being formed a black cloak around him, and slowly built him a new body, much like his old self… only much more corrupted. His skull was cracked; one fissure above his right eye, the other under his left. His hands were left incomplete, with a large hole within each of them. Hands… he taught himself sign language to keep at least some sanity, especially since he could feel himself becoming deaf, eventually only barely being able to hear a click of his new fingers from an arm’s length away.
However, the negative energy didn’t stop at a body. The anger and grief he felt were formed into new hands, two to begin with, that floated around him and kept him company. The emotions built more and more, becoming more powerful with each new hand that was created, each representing a sin and powered by the magic from the barrier - the magic used by the seven human wizards to seal the Underground off - until finally he had all seven, and his presence was powerful enough to tear space; the door to his room was revealed, and a small human in a striped shirt entered.
Finally having something to release his anger on, he attacked, but was halted by the very skeleton he had trained with his own hand; Sans. A terrible battle ensued, until the pun-loving, blue-blasting skeleton took Gaster’s ‘life’… but that was not it for him. As the world went as black as the cloak that he donned, a white figure stepped through the shadows.
“My name is Omni.”
FASCINATING
Physical Description: http://img08.deviantart.net/38b9/i/2015/358/d/0/undertale___w_d_gaster___speedpaint_by_maricaripan-d9lc6of.jpg
Level: 1
Stats:
ATK:3
DEF:1
SPD:2
TEC:4
Starting Proficiencies:
Ranged Proficiency (1000 OM)
Area Attack Proficiency (600 OM)
Remote Control Proficiency (600 OM)
Starting Powers:
Malleability (1000 OM)
Starting Moves:
Wrath Palm; Chaos Orb (300 OM - Requires Ranged Proficiency): A floating skeletal hand with a hollow centre follows Gaster around, like a sentinel. A glowing red crystal sits inside the hole, and went activated is able to use a variety of destructive abilities, Gaster’s most commonly used being a black orb with a red haze around it. The orbs are two feet in diameter, fly about as fast as a rocket fired from a rocket launcher and cause an explosion as wide as the orb upon impact.
Wrath Palm; Gaster Blaster (300 OM - Requires Ranged Proficiency + Area Attack Proficiency): A skill developed by Gaster and taught to Sans, Gaster summons a large dog-like skull, with his trademark cracks above one eye and below the other, that proceeds to open its mouth and charge an orb of crimson. The orb is released as a black beam with a red haze surrounding it, and is about four feet in diameter. The charge up takes only a second, while the time between firing and hitting a target is almost instant. Upon contact, if the object is not larger than the diameter of the beam it simply passes around them while dealing damage, and impacts against large objects, but the damage does not change.
Sloth Palm (600 OM - Requires Ranged Proficiency + Remote Control Proficiency): Another hand follows Gaster, this one with a deep blue crystal in the center. This one has the ability to summon up to two whirling buzzsaws of blue energy that can be manipulated at a distance. The downfall of having two of these summoned is that only one can be controlled at a time. They fly as fast as an industrial buzzsaw would when thrown and can make sharp turns with ease. Upon hitting a solid surface they cannot cut through, they simply collapse into a mass of blue energy and disappear.
Negative Spear (600 OM - Requires Malleability + Ranged Attack Proficiency): Gaster has learned to control the black mass of negative energy that surrounds his body and form them into spears that he launches at his foes. The spears stay connected to Gaster unless cut. They pierce the air as quickly as a rapier and vary in size, none being over than two feet wide. Gaster can also use these to form a shield, although with his defensive ability not a very strong shield.
Spent OM: 5000[/spoiler]
Posts: 491
Threads: 26
Joined: Mar 2015
Reputation:
0
Character Name: Christa Adams
Character Source: OC
[spoiler]
Age: late twenties
Origin: OC, hinted that she comes from a world that had been defeated by the Empire.
Personality: Very badass, fearless, unafraid to say what is on her mind. While she is rough around the edges, her weakness is her young sister, who she was willing to go to the Oververse and back for.
Backstory: See Secondary Saga http://omniverse-rpg.com/showthread.php?...ista+Adams
Stats: (+3 w/unlocks)
ATK:4
DEF:2
SPD:3
TEC:4
Consumed OM: 2,100
Proficiencies (5,400): Ranged (1000) Physical Strength (1000), Homing (600), Area Attack prof (600), Remote control Prof (600), Debuff Prof (1000), remote control (600)
Powers ( 14,700 / 16,000 ): Super speed (1000), Burst movement (800), Advanced Super jumping (800), Fusion Basic (1000), Symbiosis (1000), Enhanced Senses Master (2000), Insight (1600), Foresight (1500), Stealth (1,200), suppression (1000), Time manip (800), Survival (2000)
Moves: Pistol - Beretta (300) ranged
Christa trains her eye on the enemy and assures herself that the enemy is within range, which is usually no more than 30 yards. She cocks the ammunition into the chamber, then fires, the bullet makes a streamline toward the enemy and Christa is able to load the next one into the chamber after a small 2 second delay. Each clip holds 9 bullets, after which, she must reload which will take 5 seconds if the clip is not far from her reach.
Beretta Mode II: Rapid fire (300) Ranged
Whether loaded with an extended clip (of 18 bullets) or just set to rapid fire via a small switch in the gun, next to the rarely used “safety” button, the gun can disregard the 2 second delay and fire all her shots almost repeatedly, however, this will cause the pistol to jam or heat up when the magazine expires.
After this she must wait for the weapon to cool down for one minute, or sacrifice her attention to half the wait time, by attempting to fix the jammed weapon.
Silenced Beretta, Mode III 300 Ranged, homing, remote control
The pistol is mounted with a silencer, aiming for the utmost stealth and soundless bullets. When in this mode, her delay time between bullets is about 5 seconds per trigger pull. This mode is helpful because she doesn’t need to be aiming in the direction of her foe to fire her blast, which will curve around trees and obstacles that separate her and her target, as well as distract them from her initial launch location.
IE: The bullet will not go toward the enemy directly, but will zoom left, then right as though it has a mind of its own, before eventually landing at its target. The bullets can keep this up for one minute after launch time, but will fizzle out after that.
Sniper (300) ranged
This move takes time to train her eye on the enemy, as Christa leans through the scope and gets them in her sights. After five seconds of certainty, Christa’s tense shoulders will her arms to fall into place, and slowly her hand falls on the trigger. There is a ten second delay before she can pull the trigger again, and after TWO shots she must also reload the gun, which takes five to ten seconds.
Grenades: Christa is equipped with a maximum of 3 of each. They are equipped either on her utility warbelt, or her nifty snipin’ bag.
Flashbang 600 Debuff, area attack prof, ranged
After tossing the canister, there is a five second delay before the room/area is filled with light and a terrible bang! Anyone within the radius of about 8-10 yards is affected by this. They will lose their sight for approximately twenty seconds and they will also lose their hearing (it is replaced with a loud, disorienting ringning) for thirty to forty five seconds.
Smoke Grenade 600, Debuff, area attack, ranged
The canister releases huge plumes of thick when the pin is pulled, it takes about ten seconds to “warm up” and release the sooty black smoke, tainting visibility to a high extent. Lungs are filled with disgusting acrid stench of smoke, which when inhaled for more than a few breathes can cause dizziness and disorientation on top of the already lack of sight.
Range: 30-45 yards in width, Height is about 25 yards.
Duration: depends on the weather, on a clear sunny day or night, 4.5 minutes, when rain or high winds are involved, 2 minutes.
Basic Grenade 300, area attack, ranged
After pulling out the pin, Christa has a matter of seconds before it is deployed (or she can try to put back in the pin). When she tosses it, the grenade explodes on impact of whatever the grenade hits in a fiery burst of gunpowder and flames.
Specs: Range of affected area is about 5-7 Feet in diameter
“Charge” / ready time: only a few seconds before she must propel it in the air.
Plasma Grenade -300 Area attack, ranged
If you’ve ever played halo, it is the same kind from there. Concept:
A squishy blue orb is activated when it is thrown. It is tossed at the enemy, lands on it, and they keep running, not realizing it has stuck to them. It can stick to any surface, Christa must also be careful it doesn’t stick to her own hand. After a 8 seconds, it explodes in a blue explosion of supreme technological energy. This is a more powerful blast and its range will be about 4 feet because its power is condensed.
Notes: This can be brushed off of an enemy with sufficient effort. If their TEC is greater than 4, it will be brushed off within 3 seconds, if their TEC is less than that, the time it takes to brush it off will go up by 3 seconds respectively.
It kind of detonates as though it were on a timer.
It can stick to armor, hair, a weapon, warp through space time, water, probably lava or another blast would be the only things that would detonate it sooner.
C-4 -300 OM, physical prof, area attack prof
This is a bomb that is placed/stuck to flat surface, it doesn’t need to be horizontal, and the surface can be moving. The C-4 bomb is half the size of a basic laptop, navy green, and comes with a mobile charge detonator. If the detonator is misplaced the bomb has a default of 1 hour to explode. If the detonator is destroyed, the bomb can be set off with a bullet, or manually, or again will have a 1 hour default.
The C-4 takes several moments to prepare, even in the skillful hands of someone who knows what they are doing. They can prepare C-4 prior to its attachment, and then “run at” whatever it is being stuck to. The person must still spend three minutes preparing the bomb for attachment, setting the charge and wires. Valuable time in the heat of battle, or when trespassing in an enemy’s lair.
The range of detonation to detonator is not a factor for the bomb to explode, as it will go to default after about a mile of distance between the mobile detonator and the bomb itself.
Christa can use this once per battle.
The explosion will be approximately 20 feet in diameter.
Sniper Fusillade 300, ranged
Christa’s sniper is modified to rapidfire (by a small switch in her rifle) it takes about three seconds to switch the modes. Next, she reloads her ammunition into a clip which takes about four seconds. After this, she’s set to use this setting. This setting allows for Christa to fire long-ranged shots at enemies rapidly. Rapidly meaning semi-automatic, or, a second or two separating the shots.
The range lasts about 200 yards and the closer it gets to the maximum range, the harder it will be to hit her target with the rapid fire shots, as they are harder to focus, aim, and control.
Suspended Bullets 600 Time manipulation, ranged prof, remote control
In the heat of battle, Christa aims her weapon (it can bullets, a knife, or grenades). She releases several shots and then as they are propelling toward her enemy, suspends the time within the battlefield at a diameter of maximum 25 feet (the larger the area, the more strain and fatigue it puts on her). When this is happening, time is slowed, yet Christa allows the bullets to still move through the paused time, allowing for a swifter delivery to the enemy, and the time it takes for the enemy to dodge is suddenly halved.
Crosshairs 300 om, ranged prof
Christa uses her sniper rifle in a faster mode. Her reloads are 2 seconds per bullet, and there is no limit on how many bullets she reloads. Crosshairs allows for a range of 200 Yards.
Aftershot 300, ranged, time manip
Miss? What? No fucking way! I’m Christa fucking Adams!
Yeah, no. Christa finds that her last round has been used up, and she’s in a tight squeeze with a fully powered enemy before her, she will speed up time to allow her clip to reload, and then she gets a jumpstart on her next attack by several seconds. (Example: rounds are reloaded and she turns up the gun aiming it, without wasting charge time.)
The range for this move is specific only two Christa’s person, and the clothes (and extra gear) on her back (and weapon) by extension.
This move allows for Christa to speed up her time in crisis. She can use this once per post, however every time she uses it her fatigue will double.
Grenade Launcher 300 OM
Christa’s GL takes a moment to “unsnap” from its foldable storage. After it is ready, it takes another five seconds to load with a round of 3 grenades.
The grenades explode on impact of whatever they touch. The grenades have a range of approximately 5 feet. The maximum range that the grenades will be able to launch is about 30 yards.
Electric bullets 600 om Homing, ranged, remote control, area attack
Christa modifies her bullets/pulls out the SPECIAL clips that appear a silverish copper hue. These bullets are spherical in shape and highly conductive. It takes her ten seconds for this move to complete. The spherical bullets are released through the snout of her sniper (OR Beretta), one after another, very close to birdshot. Instead of propelling toward their enemies though, they will disperse and suspend within a 20 foot diameter and 20 foot height, or that simply of the room, the range will shrink if indoors.
After evenly hovering as if by their own accord, the bullets begin to quiver with light and static. After they are charged up and ready, shards of electricity will be struggling to contain themselves and finally, they will shoot out in an expertly laid netting across the battlefield / within the “net” of the bullets themselves.
The enemy/enemies are zapped with electricity, which is amplified if they are wearing armor, or are soaking wet.
Heat Seeking Bullet 300 OM (homing, ranged)
Christa pulls out her red rocket-type bullets and calibrates them, taking approximately 5 seconds, after setting a target, they are fired, with a maximum of 3 per enemy at one time. After one minute of “chasing” the bullet’s ‘rocket’ will fizzle out and drop to the ground if it has not found its target. This move does factor in heat, however Christa focuses on the enemy’s energy, it can be deflected with an energy ball, or if someone cuts off their own appendage to throw it at the bullet.
The bullet has a wide caliber, and is especially powerful against flesh, because of the rocket that doesn’t stop until it goes through the enemy itself.
Dagger 600 OM variable, ranged, physical
The dagger is black, has a small serrated part for easier rope cutting near the hilt of the blade. The dagger is fairly long, about 7-9 inches in length. It is super sharp and well balanced for throwing.
This can be thrown or used as a knife. It lays dormant in its sheath until unhitched, where Christa must designate one free hand to use this weapon.
When thrown, Christa can cast it about 30 feet with very good accuracy, past that, it will only land loosely at where it is aimed.
AK-47, Bitch 300
This move has a range of 50 yards.
Christa loads a mag of pure semi-automatic, or automatic action. The magazine contains 100 smaller sized rounds, which are less lethal the further away you are from the gun. After the clip has been used up, the gun is overheated and/or jammed, in which case christa must either wait 3 minutes for it to cool, or sacrifice 1 minute trying to free the jam.
BFG T1 Super move, defensive 600 OM
A canon more or less appears on Christa’s shoulder when she is in mortal peril. She fires this with a massive boom! Causing her hearing to be completely shot for one minute. Meanwhile, a rocket blasts from the canon, aimed at whatever is ahead of her and when it nears whatever the attack is, it will explode into the attack, catching and containing the energy meant to harm her with a soundless explosion. The rocket smashes into the enemy’s oncoming attack and immediately released is a shard of gunpowder, as well as a technologically advanced “shield” which is transparent and tinted blue. The shell of the rocket will fall to the ground while this is occurring.
Boom Motherfucker! T1 Super offensive 600
Remember that canon right above this one? Yeah, me too. Huge boom.
The canon appears on her shoulder after a sparkling summon time of about five seconds, then releases the canon’s single round ammunition toward the enemy. It launches off at about moderate speed, has a range of 100 yards, and when it lands and explodes, the diameter is about 10-15 feet of fiery death.
Are you feeling lucky? 300 OM (ranged, remote control, homing, stealth/suppression)
Christa closes her eyes completely and aims with her mind, focusing all her energy on the bullet. Firing (with no sound) where she assumes the enemy to be, she guides the invisible bullet with her mind, hoping to land where “x” doesn’t always mark the spot.
Deathmarch T2 area attack, ranged 800 OM
Christa fishes out and launches what appears to be a regular bullet from her sniper. However when it impacts, it will explode wherever she had aimed it to land, ie, if she wanted to hit two targets she might have it land between them, or on the ground below them.
The explosion has a maximum range of 10 feet.
She can only do this twice per battle. And only carries two rounds with her at any time.
Storm - T1 Super move, area attack 600 om
Christa fires her sniper with multiple bullets shooting out from the snout and a storm of molten lead is launched upon the enemy, some land, some don’t this attack is hard to aim aside from the general “forward” direction, she never knows where many of the shots are going to land, other than the fact that they aren’t on her. When deploying these shots, Christa should be, but is not required, to be stationary.
This move doesn’t have a range, as she could tilt her gun and the stream of bullets could follow the line in a circle, or three hundred and sixty degrees. After this move is completed, Christa cannot use the sniper for about a minute, it has been overheated. This move can not be used multiple times per battle.
Kiss My Ass -T2 Super move Ranged prof 800 om
Snipers, the power they hold in a single trigger.
Christa looks down the scope of her rifle, blinking away any debris from her eyes. She’s locked onto her target, or where she presumes they are going for, and then, after clearing two and a half deep breaths, she releases the trigger, slamming one super-charged, super powerful bullet into the enemy.
Consumed OM: 2,100
Items (2,350): Banishment Circle (250 OM), Vita compass (800), Communicator/Moble dataverse device (300), base (1000)
33050
Unlocks (12000): Permanent stat Upgrade x3 (7,000), T2 Powers cap (5000)
T1 Power up: Sniper’s Scorn (1000)
ATK: N/A
DEF:+2
SPD:+1
TEC:+2
T2 Power up: Wrath (1,500)
ATK:+4
DEF:+1
SPD: +2
TEC:+3
Total Spent OM: 47,550[/spoiler]
"I have never met a strong person with an easy past." -Atticus
Posts: 65
Threads: 9
Joined: Sep 2013
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NPC I:
Character Name: Nova
Character Source: Starcraft
A-Lister (5 pts) (Major character; Different universe)
[spoiler]
-------Nova-------
Non-Player Character Information
Personality
Nova is particularly self centered. She focuses on improving everything she can about her status as a combatant. She's "playful" on the battlefield and doesn't mind bragging about how good she is. November graduated top in her class at Imperial ROTC. She's well educated and handy with pretty much any firearm she can get her hands on.
[b]Name: November "Nova" Terra
Character Source: Star Craft
Level: 3
Spent OM: 14,300
Proficiencies (3200): Physical Strength (1000), Ranged Proficiency (1000), Remote Control Proficiency (600), Ranged Materialize Proficiency (600)
Powers (6900): Stealth (1200), Master Acrobat (400), Super Jumping: Master (800), Telepathy (1500), Enhanced Senses: Master (2000), Telekinesis: Advanced (1000)
Moves (1200): DC-15x Sniper Rifle (300), Falkner's Lightsaber (300), Arakyd Industries AP-1X Anti-Armor Sniper Rifle (600);
Super Moves:
Transformations:
Items: Communicator, Mobile Dataverse Device
Unlocks (3000): 1st Stat Upgrade (1000), 2nd Stat Upgrade (2000);
Base stats:
ATK: 4
DEF: 2
SPD: 3
TEC: 3
Move Descriptions for Nova
DC - 15x Sniper Rifle:
The DC-15x sniper rifle was a long-range blaster rifle manufactured by BlasTech Industries for the clone snipers of the Galactic Republic. An enhanced version of the DC-15A blaster rifle, the DC-15x featured additional sights and exceptional accuracy in the hands of a sharpshooter specialist. The rifle had a capacity of six shots. Like the DC-15A, the DC-15x sniper rifle fired powerful blue plasma shots that were highly effective against both droids and organics.
Arakyd Industries AP-1X Anti-Armor Sniper Rifle:
A classified and top secret weapon project from Arakyd Industries delivered to Nova by Luna whom had several contacts within the company. First used by the blonde to free Ex-Ranger Bardan Jaxx from Imperial Custody, the weapon uses an unprecedented caliber of round seen in rifles of it's class. The weapon uses a four round clip and must be manually cycled to keep shooting. The round consists of a proprietary energy propulsion cell that launches a slug of Mandalorian Iron at the target up to a range of two miles. There is no suppressor for this weapon nor any way to reduce the recoil beyond the bipod built into the barrel so the kickback on the user's shoulder will eventually break bone if used repeatedly. The optics mounted to the weapon are experimental and provide crystal clear vision up to 100 meters. Although the weapon packs a tremendous punch, that's only if the round lands or is not blocked. Opponents capable of detecting incoming shots can easily avoid being hit at long ranges as travel time, atmosphere, and verse physics come into play at extreme distances.
Falkner's Lightsaber:
Jedi Knight Dominick Falkner's lightsaber. Recovered from his dead corpse after Nova dispatched with him following the banishment of Captain Zulenka to the Underverse. It has a custom built hilt with several focussing crystals to make the deep blue blade appear more intense to the naked eye. The blade length is typical for a weapon of it's type, measuring about 3 meters long when ignited. Nova generally keeps the weapon on her belt as a reminder of Trixie's ultimate unknown fate and their first mission together. Terra is not very skilled with bladed weapons so she only used the saber as a last resort or for utility as it can cut through most surfaces with ease.
History
[/spoiler]
NPC II:
Character Name: Senth
Character Source: Star Wars (Original)
[spoiler]
-------Senth-------
Non-Player Character Information
Personality
Senth is a quiet and brooding person. He rarely ever speaks aloud, usually choosing to speak to those he needs to through telepathy. He is cunning and ruthless in combat having been trained by the best the galaxy had to offer. Being dark side oriented he has a legendary temper that usually culminates into requiring his allies to subdue him or talk him down. He has a severe dislike of being caged or shackled and an even worse distaste for authority he does not respect.
Name: Senth
Character Source: Custom Star Wars
Level: 5
Spent OM: 27,400
Proficiencies (4200): Physical Strength (1000), Ranged Proficiency (1000), Remote Control Proficiency (600), Ranged Materialize Proficiency (600), Area Shield Proficiency (400), Area Attack Proficiency (600)
Powers (12900): Master Acrobat (400), Super Jumping: Master (800), Enhanced Senses: Master (2000), Telepathy (1500), Stealth (1200), Master Teleportation (2500), Foresight (1500), Survival (2000), Telekinesis: Advanced (1000)
Moves (300): Black-Hilt Force Saber (Purple Blade) (300)
Super Moves:
Transformations:
Items: Communicator, Mobile Dataverse Device
Unlocks: (7000) First Stat Increase (1000), Second Stat Increase (2000), Third Stat Increase (4000),
Base stats:
ATK: 4
DEF: 2
SPD: 3
TEC: 4
Move Descriptions for Senth
Black-Hilt Force Saber (Purple Blade): 300 OM
The force saber is a weapon of ancient times. They were the precursor weapons to the light sabers used now. Built to be durable and long lasting the hilt is about 4 inches long and made to be wielded in one hand. The weapon draws from dark side energy and channels it through black laboratory-grown crystals to form a blade. The blade functions like that of a light saber; it is made up of pure force energy and is used as a melee weapon as well as a tool. The fully extended blade is about four foot and nine inches long.
History
Senth was an extremely powerful Force Hound whose original name was lost in history. Branded Senth after the Aurebesh letter of the same name he was forcefully empowered with dark side energy and trained by his new Rakatan masters to be a ruthless and efficient killer. His primary focus was to join the ranks of the Force Hounds for his new rulers. Senth was to seek out force sensitive worlds for his masters to conquer and subjugate. He was pulled into the Omniverse during one of these missions where he ended up in Coruscant. His memory is very spotty from before his time in the Omniverse, but he quickly disappeared into the bottom most Tier of the planet and that is where he stayed, his presence masked by the sheer dysfunction of that level.
[/spoiler]
Always Outnumbered, Never Outgunned
Posts: 270
Threads: 35
Joined: Aug 2013
Reputation:
0
Character Name: Top Man
Character Source: (Customized) Mega Man canon
C-Lister (1pt) (Minor character; same Universe)
[spoiler]
Secondary Saga Prime
Level: 2
Spent OM: 8100
Proficiencies (2600): Physical Strength (1000), Ranged Attack (1000), Remote Control (600)
Powers (2400): Survival (2000), Master Acrobat (400)
Moves (900): Top Spin (300), Top Buster (300), RC Top (300)
Super Moves (1200): Spin Kick (Tier 1 Super Attack), Top Spin Defense (Tier 1 Super Defense)
Transformations:
Assists:
Items:
Bases:
Unlocks (1000): 1 Stat Increase (1000)
Base stats:
ATK: 3
DEF: 2
SPD: 3
TEC: 3
-rest to come-
[/spoiler]
Posts: 0
Threads: 0
Joined: Mar 2016
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Character Name: Kito
Character Source: Naruto Canon (Original)
[spoiler]Physical Description:
[float=Right] ![[Image: 5LGTWXz.jpg?1]](http://i.imgur.com/5LGTWXz.jpg?1) [/float]
Height - 146cm or (roughly) 4 foot and 9 inches
Hair colour - Black
Eye Colour - Black
Kito wears a fishnet singlet underneath a jet black shirt. His waist is bandaged to just below his knees and over this is a pair of black shorts. Strapped to the lower portion of his right thigh is his Kunai holster. He also wears a pair of black ninja sandals and a Leaf Village Headband, which is normally strapped to his forehead. Kito also wears a Katana that he straps diagonally across his back, from his right shoulder to the left side of his waist, with a leather strap and a black sheath.
Level: 1
Total OM: 6800
Spent OM: 4400
Proficiencies: (2000); Physical Strength (1000), Ranged Proficiency (1000)
Powers: (1500); Burst Movement (800), Super Jumping Basic (300), Master Acrobat (400)
Moves: (900);
Dragon Katana (Physical Strength) (600) - A Katana that was handed down to Kito after he passed the Ninja Academy exams and became a Genin. It was found, along with Kito, at the Hidden Leaf village’s gates when Kito was only an infant Child. The Blade itself is strange as it does not have the usual curvature of a Katana. It was forged in such a way that left the blade, mostly, straight. The tip of the blade, however, does end in a curve. The blade is roughly 24 and ½ inches in length. The sword lacks a hand guard and the actual handle of the blade is 11 and ½ inches, bringing the total length of the sword to 36 inches (or 91.5cm). The blade is made from a high quality Carbon Steel that has been tempered in such a way that gives it a blue colouring.
Kito can also funnel his Chakra into his blade and transform this chakra into lightning. This creates a lightning infused blade that will cause uncomfortable, yet minor, electrical burns to the flesh in and around any cuts he makes. Kito must, however, maintain contact to his sword if he wishes to maintain this effect (He can stop the effect himself if he wishes). If he loses contact with his sword for even a millisecond, the lightning will dissipate. Kito can only maintain this, safely, for five minutes. Any longer and Kito risks passing out.
[float=Right] ![[Image: JBg6dSO.png?1]](http://i.imgur.com/JBg6dSO.png?1) [/float]Lightning Style: Twin Dragon Palms (Physical Strength) (300) - Kito focuses his chakra for five seconds as it begins to build up and physically manifest as a shroud around his hands. As this happens, the chakra begins to spark and howl as it transforms into lightning. The lightning around his hands then takes on the shape of a dragon’s head that covers the entirety of his hands and half of his forearms. This attack will remain for three minutes before dissipating. Kito must then focus his chakra again to initiate the move again. This attack will, on contact, dissipate and cause electrical burns to the areas that Kito strikes.
Stats
ATK: 3
DEF: 2
SPD: 3
TEC: 2
Pre Omniverse History: Kito’s birthplace and parents are unknown, all that is known about his birth is that he was born sometime in the few months after the conclusion of the Fourth Shinobi World War. Kito was found at the gates of the Leaf village as an infant child in a basket, and was raised in the village as one of their own citizens. At the age of nine, Kito graduated from the Hidden Leaf Village’s ninja academy along with two of his closest friends. After their graduation, they would go on to form a three man Genin squad that was lead by Naruto Uzumaki.
The next few months consisted of menial tasks within the village. Picking weeds, ‘rescuing’ cats, dog sitting. Missions of those sorts were usually what Genin experienced for the most of their Genin Career. However, the Village began to show a shortage of higher ranking Ninja. So The Hokage at the time, Tsunade, decided to assign an escort mission to Kito’s team.
They were to escort the Hidden cloud’s Jinchuuriki, Killer B, back to his own village. During this mission, their squad was attacked by enemy shinobi from the Hidden Sound village, a village that had excluded itself from the Allied Shinobi Nations. This battle didn’t go for very long as Kito and his comrades were able to subdue their enemies and cause them to retreat. The mission was then able to continue. On their way back, just before reaching the Hidden Leaf, Omni snatched Kito from his world and Brought him to the Omniverse.
Post Arriving in the Omniverse History: After being summoned to the Nexus, and listening to Omni’s speech, Kito made his way to the Tangled Green. After using his knowledge of his home world, Kito was able to track down a group of Ninja heading back to Mokugaure. The ninja thought Kito was an enemy, which led to one of them staying behind to fight Kito. After the fight was over, and Kito had beaten the ninja, Kito explained his situation and they both headed back to the village.
Kito then took up missions from Tsunade for a while, guarding one of the Higher ranking clan’s head families at a summit. The summit was, however, interrupted and Kito was forced to fight the rogue shinobi while the many Noble Families escaped. After this, Tsunade sent Kito on a vacation to the Vasty Deeps. After which he returned to the village and has performed various smaller missions for Tsunade and the Village. Until he was summoned by Tsunade for a reason she had yet to tell him about.[/spoiler]
Posts: 94
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Joined: Sep 2013
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0
Character Name: Nanaki / Red XIII
Character Source: Compilation of Final Fantasy VII
B-Lister (2pts) (Supporting character; Same Universe)
[spoiler]
[b]Level: 4
Spent OM: 16500.00
Age: 50 (young for his species, approximately equal in maturity to an 18-year-old human)
Hair Color: Red
Eye Color: Amber
Height: 3’ 9’’ (approx. 114 cm) at shoulders
Distinguishing Characteristics: Tattoos, bangles, scar over right eye, flaming tail
Character Appearance
Character History
Pre-Omniverse: All history up to the end of Dirge of Cerberus: Final Fantasy VII.
Post-Omniverse: After arriving in the Nexus, Nanaki travelled to the Vasty Deep where he felt an odd sensation pulling him toward the water. Shortly after he was abducted by raiders looking to make a quick buck by selling the beast to Karl Jak, the enigmatic host of Dante’s Abyss. Before they could deliver their specimen, their vessel was assaulted by Vincent and co., the canid escaping the ship with his old friend. It was not long after this that Vincent ventured off solo to participate in Dante’s Abyss. It had been nearly a year since he had last seen his comrade and after nearly non-stop searching he had come upon no solid leads. Upon hearing of return of the tournament, Nanaki jumped at the only chance he had to attempt to track down his friend.
Character Personality
Nanaki’s personality can sometimes be hard to parse for an outsider, as he shows a strong distaste for humans as a rule. This is due to both his mistreatment at the hands of devious scientists and from his own observations of how humans treat their world. Those close to him know that he is a calm and courteous creature, showing great interest in the world around him. He displays a strong sense of honor and courage, leading his life in such a manner as to emulate his beloved father, a war hero among his people.
Proficiencies (3000): Physical Strength (1000), Range Proficiency (1000), Area Attack Proficiency (600), Area Shield Proficiency (400)
Powers (6600): Burst Movement (800), Super Jumping: Basic (300), Enhanced Senses: Master (2000), Foresight (1500), Fusion: Basic (1000), Symbiosis (1000)
Moves (1500)
Claws (Physical Strength; 300): Being a predatory beast, Nanaki has a set of 2-inch (~5 cm) claws on each of his feet, the front set being retractable. All sets are quite sharp, easily able to lacerate weak foes and leave gouges in sturdy armor. The front claws can be readied in an instant, though if he is caught unaware by a fast enough foe, he could sustain damage before they were drawn.
Teeth (Physical Strength; 300): Similar in mechanics to claws, these 3-inch (7.5 cm) fangs make up for what they lack in range with sheer crushing power. When in the middle of combat, Nanaki can strike with feral fury unmatched among beasts.
Fira (Ranged Proficiency, Area Attack Proficiency; 300)
An intermediate black magic spell, Fira consists essentially of a fireball about the size of a softball. By channeling mana between one’s jaws, the user can generate said fireball, requiring around 3 seconds of time to do so. Nanaki typically executes this attack while moving, firing it like a missile at around the speed of an arrow. Upon contact the sphere detonates, with everything within a 6-foot radius sustaining splash damage from the resultant pyrotechnics as well as knocking back those nearby. As the attack is travels at a set rate, the accuracy of the attack falls as the user speeds up, requiring the user to be nearly motionless to hit anything more than a stationary target. Those closer to the point of contact sustain higher damage, whilst those on the outer limit are mildly singed.
Shell (Area Shield Proficiency; 300)
A defensive white magic spell, Shell creates a translucent dome over the user, encompassing a diameter of around 10 feet. Its protective attributes are effective against ranged attacks like missiles and spells, though useless against melee attacks. Weaker, rapid-fire attacks are blocked without much effort while stronger attacks increase the cost mana cost of maintenance as well as the risk of losing concentration. The spell requires the user remain immobile and is useless against Super Moves, which obliterate the dome and strike the user full-force. Shell's duration is essentially as long as Nanaki can provide a mana source and maintain concentration. Though he is able to utilize weaker attacks like Cerberus, this detracts from his focus and weakens the shield. This being the case, he does not normally use the spell for longer than a few minutes at most.
Limit Break: Sled Fang (Physical Strength; 300)
![[Image: RYwZvZw.gif]](http://i.imgur.com/RYwZvZw.gif)
Summoning up vast amounts of magical energy within himself over a period of 5 seconds, Nanaki sprints toward an enemy and slams into them, unleashing the stored energy in a powerful blast. The charge-up time requires the user to remain motionless and maintain concentration, lest he lose his grip on the magical energies. If he fails to make contact with a foe (missing, being knocked back), the move will fail and the energy will dissipate. As this technique relies on speed, faster foes will find it easier to avoid taking damage. This technique is significantly draining, requiring Nanaki to rest for at least 10 seconds before doing anything energy intensive.
Super Moves (1400):
Limit Break: Stardust Ray (Tier-1 Offensive Super; Area Attack Proficiency, Ranged Proficiency, 600)
![[Image: Hfszbxb.gif]](http://i.imgur.com/Hfszbxb.gif)
Nanaki takes a low stance, focusing over a period of 5 seconds. He then lets loose a feral roar, bringing down a shower of star-like motes of energy from the heavens over an area of 30 feet (~10 meters). Those caught within the radius of the shower take more damage the closer to the center they are. Those on the periphery take light damage and can more easily escape the assault entirely. During the technique’s duration Nanaki must remain motionless, focusing on raining hell on his opponents. After around 15 seconds, the energy balls cease to fall and the caster is left thoroughly exhausted and unable to produce effective attacks for a few moments.
Limit Break: Cosmo Memory (Tier-2 Offensive Super; Area Attack Proficiency, Ranged Proficiency, 800)
![[Image: GeOvf8w.gif]](http://i.imgur.com/GeOvf8w.gif)
In a moment of desperation, Nanaki may choose to ready his most devastating attack. Squaring his shoulders and concentrating intensely over a period of 10 seconds, he channels all of his available energy into a final all-out assault. With a final ferocious roar, he charges a crimson energy blast between his fearsome jaws. Over the course of a few seconds the orb grows from the size of a baseball to nearly 6-feet (~180 cm) in diameter before rocketing forward and slamming into his foe, detonating with devastating results. Using this technique leaves the cast completely drained, unable to use anything beyond his own teeth and claws for several minutes.
Transformations (1000):
Limit Break: Howling Moon (1000)
![[Image: zWKBbdC.gif]](http://i.imgur.com/zWKBbdC.gif)
Nanaki calls upon the power of the planet (or Omnilium, as the case now is) to increase his strength, speed and endurance. He throws his head back and lets loose a haunting howl, allowing his stats to reach new heights.
ATK: +2
DEF: +2
SPD: +1
TEC: +0
Items: None.
Unlocks (3000): 1st Stat Increase (1000), 2nd Stat Increase (2000)
Stats
ATK: 4 [6]
DEF: 3 [5]
SPD: 3 [4]
TEC: 2 [2] [/spoiler]
[float=left] ![[Image: G3vODOp.png]](http://i.imgur.com/G3vODOp.png)
Dante's Abyss '15
Participant
Vincent Valentine
[/float][float=right] ![[Image: oQAQ9Jn.png]](http://i.imgur.com/oQAQ9Jn.png)
Dante's Abyss '16
Grand Champion
Nanaki/Red XIII
[/float]
(07-16-2018, 06:14 PM)Lord Zedd Wrote: I'm here to kick ass and write compelling stories with Vincent Valentine.
And baby, we're all out of Vincent Valentine.
Posts: 53
Threads: 3
Joined: Aug 2015
Reputation:
0
Character Name: Stanley John Arinson
Character Source: The Fegensulans (Original)
[spoiler]
Character history:
Born in Cicardi in late 1994, Stan experienced behavioural issues as a toddler to the extent that he found it hard to make friends and after moving to Aweriton in 2001, felt alienated from his surroundings. When first attending his new school, he met his first friend, Stuart Gillman-Street, and the two began to share a close bond. The two both gained confidence and Stan began to adopt a 'class clown' persona, which he keeps to this day. Nowadays, he is reckless and impulsive, yet carries a level of conscientiousness that keeps him down-to-earth.
Physical Description:
Stan, aged 26, has a medium build and a bit muscular, but nothing too spectacular. He has dark brown hair, usually unkempt and shaggy, and wears clothes that range from patchy to almost ruined, but usually sports dark denim jeans that match the colour of his dull blue eyes. He is Caucasian, is 6ft tall, and weighs around 11st 1lb.
Stats:
ATK: 3
DEF: 2
SPD: 3
TEC: 2
Starting Proficiencies:
Physical Strength (1000 OM)
Starting Powers:
Advanced Super Jump (500 OM)
Starting Moves:
Buster Sword (300 OM)
Can strike enemies within a six foot radius (longer than its length due to Stan's arm length). Circular sweeping attacks can be used to decimate any enemy around him, but renders him dazed for around five seconds.
Why he should be an NPC: He can aid Stu not only as a companion, but as a partner in fighting due to his complementary Moves, powers and proficienies
Other expenses:
Mobile Dataverse Device (100 OM)
Total spent:
1900 OM[/spoiler]
Deaths: 0
Posts: 169
Threads: 14
Joined: May 2015
Reputation:
0
Character Name: 14-4-8-7
Character Source: Warhammer 40k (Original)
[spoiler]
Character history: 14-4-8-7 is the designation of the machine spirit dwelling with Okor's warplate. While most technology in the 41st millennium possess some form of rudimentary personality, veritable artifacts from the days of the Great Crusade have had ten thousand years to develop, growing and developing as they feasted on the scrapcode of the slain. 14-4-8-7 has been quite thorough in this regard. Tempered and hardened by constant warfare, it has assimilated countless lesser binaric beings into itself, the spirits of salvaged wargear being overwhelmed by its force of personality and brought to heel.
Due to the influence of the warp and its immersion in slaughter, it does not exactly have the sunniest disposition. It is a savage, brutal entity that desires nothing more than to rend the foe asunder, and take its power for itself.
Physical Description: (originals only) While 14-4-8-7 lacks a physical form, residing entirely in the systems of Okor's armour, if found in the Dataverse, or via a mystical or technological scan of his armour, it makes its appearance as a wraith of sorts, a collection of rusted pistons and mechanism concealed with oil-stained cloth. Sickly green light emanates from a multifaceted set of lenses beneath its hood, eternally seeking fresh prey. Piston-powered fangs and claws are always ready to hack and inject malicious code into the scripts of its foe. It moves erratically, jumping from node to node, the carrion cloak of slain sprites shrouding it obscuring its form as it approaches, relentlessly seeking its next feast.
Stats:
ATK: 4
DEF: 2
SPD: 3
TEC: 1
Starting Proficiencies: Physical (1000), Debuff (1000)
2,000 OM spent on Proficiencies.
Starting Powers: Burst Movement (800), Master Acrobat (400), Basic Super Jumping (300), Advanced Enhanced Senses (1700), Stealth (1200)
2,400 OM spent on powers.
Starting Moves: Scrapcode Talons and Teeth (600 Om, requires physical, debuff proficiencies)
14-4-8-7 arms itself with claws and fangs of malware, slicing into the code of digital foes, tearing them apart as if they were beings of flesh and blood. These weapons are approximately half a foot long, extending from each of its four limbs and its malformed maw. Whenever its weapons make contact and damage an enemy, it passes on one of the multitudinous viral infections infesting its being. This virus hampers the foe's connection to the Dataverse, slowing their reaction time and causing a graphical packet loss akin to partial blindness. Should the foe be thoroughly savaged, they might lose connection to the Dataverse altogether, allowing 14-4-8-7 to feast upon the remains of their avatar.
5000 OM total spent.[/spoiler]
Posts: 151
Threads: 21
Joined: Mar 2016
Reputation:
0
06-20-2016, 10:13 AM
(This post was last modified: 06-20-2016, 10:13 AM by Marisa Kirisame.
Edit Reason: it was oddly made
)
Character name: Flowey the Flower
Character Source: Undertale
B-List (2pts) (major antagonist; niche series; Same Universe)
[spoiler]
Level: 1
OM: 6000
Character history: After the first encounter with Frisk he was transported here after Toriel threw a fire ball at Flowey and threw him off screen that was when he was transported here
Stats:
ATK: 4
DEF: 1
SPD: 1(2 with stat increase)
TEC: 4
Starting Proficiencies:
Melee Attack Proficiency(1000): Flowey may seem cute and week but he has tricks up his sleeve
Ranged Attack Proficiency(1000): Friendliness pellets
Area Attack Proficiency (600) Flowey can shoot thick vines that have large thorns
Remote Control Proficiency(600): Flowey can control objects at a distance, as his Magic abilitys would permit.
Ranged Materialize Proficiency (600): not much to say on this except Flowey has things to use
Total: 3800
Starting Powers:
Total: 0
Starting Moves:
Vine attack ( requires Melee Attack Proficiency, Ranged Attack Proficiency, Area Attack Proficiency) (300)
Flowey creates 10 inch thick vines with 3 inch thorns that goes on for 15 feet before stopping and if someone gets hit by it they get caught by the vine and eather have to cut it or escape with more Atk or spd but the downside is at the maximum Flowey gets tired easily and its slow after the initial start about the speed of a running man at its slowest and the speed of a arrow at its top speed
Friendliness pellets(requires Ranged Attack Proficiency,Remote Control Proficiency,Ranged Materialize Proficiency) (600)
a five-bullet spread that slightly hone in on the persons body its the stronger and faster of the two about the speed of a man running , and a large ring of bullets which surround the person and cannot be dodged but its very weak and has a speed of a normal man walking.
Other Expenses:
First Stat Increase (to speed) (1000)
Why I want him as an NPC: Chara really needs someone who understands her and will stay with her to the end, and I have plans for Flowey
Total spent Omnilium: 5700[/spoiler]
"While shooting concentrate your mind, gently muttering the spell to the Mini-Hakkero. Aiming at someone you don't like, a magicannon of love will be unleashed!"
Posts: 150
Threads: 17
Joined: Oct 2014
Reputation:
0
07-16-2016, 02:53 PM
(This post was last modified: 07-10-2018, 06:54 PM by ElFailzalot.)
Character Name: Captain Crow
Character Source: Original
[spoiler]
Full name: Richard Falthas Crow
Role: Secondary to Prime conversion, from the Secondary Saga
Appearance:
A tall and lean man, Crow doesn't appear imposing, aside from the angular and somehow hawkish features of his face, and preternaturally sharp and pale eyes that mirror the gray of his hair. He does have unnaturally sharp canines in his maw, which he professes to have filed and sharpened as an intimidation factor. Dresses in a somewhat extravagant style, with what looks more like the long dress coat of a military man or minor royalty than the garb of a pirate. Rarely ever seen without his signature pointy-brimmed hat and deep red one-shoulder cape, and frequently wears crisp white gloves on his hands. Completing the ensemble are boots that reach to upper-mid-shin, capped with metal plates on the toe, and being entirely waterproof. A well-maintained saber often hangs from his left hip, whether he is expecting trouble or not.
Age: 59
Height: 6' 4"
History: Born to an unremarkable life, the man who would grow up to become Captain Crow led a simple existence, fascinated by the sea, and tales that the ones who sailed it brought back with them. When he was old enough, he took the first chance to enlist with his country's navy. It wasn't what he expected, and after one too many unfortunate run-ins with the filth that roamed the sea, and the tragedies that were dealt on both sides of the conflicts...he finally had enough.
He still loved the sea, and the adventure and stories just waiting to be found out on the open water, but not the discipline and mindless tedium of military life. So he struck out on his own. He never did gain much of an actual reputation, earning himself only a place in myth and story for the sheer ridiculous level of his exploits, things that no sane and rational man would -- or, in some cases, could -- have done and lived to tell the tale.
He gathered a crew, and over the years a wealth of both riches, and oh so many stories to tell. And all the time he grew stronger, and better, and more inspired to ever greater heights. And when the navy or some bounty hunter did decide to go off on the wild goose chase that was looking for Captain Crow, after a bit of pillaging or 'adventuring' left witnesses and people to admit that the tales were real, the poor sailors were never heard from again. Gone, absorbed right into Crow's growing legend.
Until one day it all just stopped. People said Crow and his ship had sailed out into the dark waters beyond the map's edge one day, and never came back.
What ever really happened to him, well...now that would be a tale to tell, wouldn't it?
Goals and motivations: Crow is always in the market for adding more wealth to his repertoire -- whether of the physical and monetary variety, or to the vault of hard-earned wisdom he's built up over the years. The prospect of a good adventure has sent him on more than one wild trip across the world, and across the verses, in the Omniverse. He's really seeking nothing in particular, but at the same time, a little bit of everything...just wants to see it all, so to speak.
Why do they want to find Omni? Finding Omni seems to be the biggest accomplishment anyone ever talks about. And being the one -- or one of the ones -- to accomplish such a lofty goal? Well, that'd make for one grand story to tell afterward, and a hell of an adventure along the way, no?
Personality:Replete with a wit and sense of humor as sharp as his saber, laidback and relatively cool-headed. Has a sharp temper when agitated, but luckily has no small measure of skill keeping it under control. Quick to laugh, and slow to really take any sort of true offense to just about anything.
Crow is, however, not exactly known for being the kindest or gentlest person, and doesn't mince words, preferring to cut straight to the point, and often in the most blunt, upfront way possible. He's lived a long life under harsh conditions, and intermingled with his harsh, seafaring accent and mannerisms, he's got quite a vault of wisdom, even if most of it is practical and life-learned, and he's prone to share it when asked.
He enjoys a good drink and a story more than most anything -- even the scent of a fresh treasure hunt -- and is equally at home crossing swords as with crossing words with other folk.
It's also worth mentioning that Crow is not altogethere there in the head. He's seen and done things that haunt him, and while he's not one to talk about it much it does tend to come out in some particularly grim times, and notably...theatric ways. He went on the entire journey to find Omni as part of an elaborate way to die, as an example, and is of a particularly mixed bag about the whole affair, especially after he survived and became a Prime.
Being robbed for good of the one treasure he could never really have has left him just a bit more disgruntled and callous than before, but he's still the same jovial, half-drunk old sea dog he always was.
Possible Reactions: Crow doesn't take well to threats or violence against his person, or those he's taken a shine to, and is liable to respond in kind. On top of that, he doesn't care much for being interrupted, or for -- gods forbid -- having a drink of any description spilled, and will get rather upset about both things. Aside from that, he's prone to laugh most anything else off, keeping a jovial outlook, almost to the point of being unnerving.
Relationships: Crow has met many folks in his travels, from just about every verse, though never really anyone of import. He knows ABOUT a great many people thanks to that, and the occasional peek at the Dataverse, but the number of people he knows personally, on a named basis could be counted on both hands.
Combat Style: When Crow fights, it's a lightning-quick and dazzling display, his bloodied saber flashing like a silver glint, and Crow himself looking like a wraith as he dashes and darts about, weaving in and through his enemies' guard and around them, almost like some bizarre, macabre dance, leaving them as confused as anything. He's got a number of pistols and knives on his person, as well, which he makes ample, deadly use of when the need arises, and he's far from being too good to kick some proverbial sand in an enemies' eyes, or use just about anything around him to get the upper hand.
Skills: Crow was a navyman for a number of years in his home world, and he was a skilled pirate for decades afterward. He's skilled with a sword, pistol, and at keeping a ship running through anything. He's supernaturally fast and coordinated on just about any terrain, and strong as tough as steel cable, from a lifetime of fights and adverse conditions. He's good at keeping up an imposing, wolfish facade, bearing pointed teeth and inhuman, gray eyes and has developed a talent for piercing, inhuman shrieks and battlecries to scare the pants off anyone who isn't expecting them.
Aside from all that, Crow can leap startlingly high, enough to make his way halfway up a ships mast in a good quick hop, and his eyesight is sharp as a hawk.
Extra: Crow's saber is perpetually bloodied, looking like a scarlet ribbon or intricate design worked into the blade, and he can let this blood 'fly' and turn his blade into a whip at need. Also, in a curious note, many people have commented that Crow only seems to cast a shadow at the hours surrounding high noon...curious.
Stats/Details
Level: 6
Spent OM: 25,000
Proficiencies: (3,600); Physical Strength (1000), Ranged Proficiency (1000), Area Attack Proficiency (600), Debuff Proficiency (1,000)
Powers: (8,000); Burst Movement (800), Advanced Super Jumping (500), Master Acrobat (400), Suppression (1,000), Survival (2,000), Hive Mind (400), Foresight (1500), Enhanced Senses (Basic)
Moves: (3,300)
Bloodied Saber (600) Requires: Physical Strength, Ranged Proficiency
At first glance, it appears to just be a well-crafted, if unremarkable sword. Obviously at least as old as its wielder, but well cared for. Bearing a slight curve to the blade, it is robust and simple in design, with no bells or whistles to its overall construction. Sports a red-wrapped hilt, and faded gold handguard. The blade maintains an odd, silvery sheen to it, and sports an unsettling red pattern from just over halfway down its length, which tends to ripple and shift like freshly spilled blood.
At command from Crow, this bloody pattern will lift off of the blade, coming to life as it spreads outward, reaching out into a wickedly sharp blade of crimson, reaching nearly six meters in length. It is unwieldy, anchored as it is to the sword itself, and it is as much a whip as it is a blade, better suited to wide, scything arcs than anything else. But still, its sheer size and reach make it a powerful weapon, building up great momentum and cutting power behind each swing, even if it does leave the old pirate open as he contends with the follow through for each blow.
Brace of Powder (300) Requires: Ranged Proficiency
A set of four ancient, battered looking flintlock pistols Crow carries, strapped on a bandolier under his overcoat. They are sturdy and reliable enough, despite their age, and pack a substantial punch when they hit. They are fairly accurate, with Crow's keen eye to guide them at least, up to a range of about 40 meters. The bullets will keep going with enough force to be dangerous all the way up until well over 100 meters, but hitting anything at such a distance is all but impossible. The ancient firearms pack a significant punch, but are for the most part one-shot implements, giving Crow only one shot with each one -- four shots total -- before he needs to reload. He's a good hand at speedy reloads, but to reload even one of the guns will take him nearly five full seconds, and that's if he can stand still and focus on it. Not really the best thing to be trying to do in the middle of a fight.
Crow Feathers (600) Requires: Physical Strength, Ranged Proficiency
A multitude of slender, red knives Crow carries on his person, under the half-cape trailing from his shoulder, as well as stashed in his boots, a few up his sleeves, and lining the lower reaches of his overcoat. They are sharp, and extremely well-suited for stabbing and thrusting, though almost useless for slashing and cutting. Primarily used as an off-hand weapon when wielding his saber, or as a quick, surprise tactic when trying to ambush someone. He carries two dozen of the useful little weapons on his person at any given time. They are well-suited to being used as throwing weapons, on top of their use as an off-hand and surprise weapon, and can be used effectively for that purpose up to about 15 meters. They do not inflict any significant damage when thrown, but are quite good for distracting a target and making an opening for Crow to close in and bring his much more dangerous weapons to bear.
Grenado (1,500) (Requires: Ranged, Area Attack, Debuff)
Crow carries a small stock of primitive explosives with him most of the time. Appearing as small, clay or metal shells about six inches in diameter, with a fuse protruding from them. At any given time, he carries one of each type available, and when it is used, it takes six seconds of uninterrupted focus — the most he can do is move about to try and dodge attacks, though any other interruption will break his focus — to summon a replacement. All four varieties have the same general usage: when the fuse is lit, there is a six second countdown before it explodes, and Crow's throwing arm can hurl it to a range of about 20 meters. Different types are as follows:
-- Shrapnel: The explosive goes off with a surprisingly powerful blast, pelting everything within a four-meter radius of the weapon itself with a devastating hail of shrapnel from the casing and shot concealed inside it. It's quite powerful, but has no other special effects tied to it.
-- Thunder: The explosive goes off with a simple detonation fueled solely by the powder contained within the shell. It does minimal damage, and only then in a small 1-meter radius around it, but all targets within a 5-meter radius will be assaulted by a violent burst of sound, which can deafen them temporarily. The effects last for ten seconds, subtracting 1 second for every point of DEF the target has greater than Crow's ATK.
-- Flash: The explosive goes off with a burst of blinding light, effecting all targets within a 5-meter radius of the blast. The blinding effects last for ten seconds, subtracting 1 second for every point of DEF the target has greater than Crow's ATK.
-- Smoke: The explosive goes off with a loud bang, and produces a thick cloud of dark, obscuring smoke. The smoke spreads out into a 4-meter radius cloud centered on the blast, and lasts for up to 15 seconds before beginning to dissipate. The smoke greatly hinders eyesight, and makes breathing difficult while within it, but has no effects if a target can get free of the smoke.
-- Toxic: The explosive goes off with a loud bang and flash of light, producing thick clouds of noxious, yellow smoke. It is caustic, and burns just to touch one's skin, causing constant, minor discomfort as long as they are within the smoke. The real effects are that it irritates the body, causing tears, coughing, dizziness and nausea (or analogous effects, for non-organic/living targets), with just one good breath. The cloud of smoke lasts for ten seconds before beginning to dissipate, and the effects of inhalation will last for ten seconds, subtracting 1 second for every point of DEF the target has greater than Crow's ATK.
Rifled Musket (300) (Requires: Ranged Proficiency)
A simple weapon, and Crow's primary means of long-range engagement or for a surprise sneak attack. The weapon is accurate at an extreme range, up to 300 meters, and remains deadly until up to 500. It only holds one shot, and so that one shot must be aimed carefully. Lining up a proper shot with the weapon takes no less than five seconds, during which Crow has to remain completely stationary — crouching or kneeling, if he can manage it. When fired, the rifle gives off a thunderous bang and a short-lived cloud of thick, white smoke. The single shot packs a massive punch, but when fired, reloading the weapon takes 30 seconds. In the event he gets a chance to reload, Crow does carry two extra cartridges to load the rifle, and if he should somehow manage to use all three shots, summoning another takes ten seconds.
Super Moves: (1200)
Deadeye -- T1 Super Attack (600) (Requires: Ranged Proficiency)
Sometimes, when you need to really take down a tough foe, it's better to be lucky than good. Crow's got no shortage of both luck and skill, and this attack proves it. By taking an extra three seconds to line up a shot with his rifled musket, during which he can actually move — owing to the 'luck' part of the maneuver — Crow fires a shot as usual. It's a damn good shot; the 'one in a million' variety, hitting the opponent in just the right spot to deal a devastating injury.
Spike -- T1 Super Defense (Requires: Ranged Proficiency) -- 600 OM
Again fully exploiting his capacity to be just as lucky as he is good, Crow can use it to put a stop to an incoming attack. Drawing one of his crow feathers, he uses it in an...unorthodox way. Hurling it at his target just so, and with such speed and precision that it completely throws them off their game. Jamming a ranged weapon, making them trip for a physical attack, catching a supernatural one, etc. The exact specificity will vary, depending on the attack being countered, but the end result will always be the same.
Transformations: (1,000)
Dead Men Tell no Tales -- T1 Power Up -- 1,000 OM
Sometimes, Crow doesn't want to leave someone around to go telling stories about running into him. Or he just wants to give someone a visit to Davy Jones' Locker. Either way, he decides to buckle down and get serious, drawing on some of his supernatural strength to augment his ferocity in combat. Visibly, there is very little change, but careful observers would notice Crow's eyes gleam silver, with an almost palpable killing intent.
ATK: +2
DEF: +0
SPD: +2
TEC: +1
Assists:
Items: (1,100)
-- Communicator (200)
-- Mobile Dataverse Device (100)
-- Vita Compass (800)
Bases:
Unlocks: (7,000); Stat Upgrade I (1,000), Stat Upgrade II (2,000), Stat Upgrade III (4,000)
Base stats:
ATK: 3
DEF: 2
SPD: 4
TEC: 4[/spoiler]
Posts: 231
Threads: 12
Joined: Oct 2014
Reputation:
0
08-08-2016, 06:59 PM
(This post was last modified: 01-27-2017, 01:44 PM by Schwi Dola.)
Character Name: Usalia
Character Source: Disgaea Series
C-Lister (1pt) (Minor character; niche series; Same universe)
[spoiler]
[b]Role: Ambrosia Curry Shop
Usalia is being made for a couple reasons. On the immediate side I will introduce her in Desco's thread as a playmate for Desco and also establish her curry shop and the secondaries under her command, summoned by her. This will provide a common locale for Desco, Guu, and other Ambrosians and those visiting to use! Whether with me controlling her or others, she should prove useful to rps in the Tangled Green.
![[Image: cL6bWex.png]](http://i.imgur.com/cL6bWex.png)
Level: 5
Spent OM: 23400
Proficiencies (3600): Physical Strength (1000), Ranged Proficiency (1000), Area Shield Proficiency (400), Area Attack Proficiency (600), Ranged Materialize Proficiency (600)
Powers (6600): Super Speed (1000), Burst Movement (800), Super Jumping Master (800), Growth (800), Stealth (1200), Teleportation Advanced (2000)
Moves (2700): Curry Hyperspace (0), Curry Spoons (600), Nails (300), Log Substitute (300), Pow Hammer (600), Prinny Beam (300), Prinny Ball (300),
Super Moves (2200): Flatty Dance (600), Prinnical Meteor (800), Rage Blast (800)
Transformations (3000): Whisper of Rage(1000), Murmur of Rage (2000)
Assists (1000): Prinny T1 (100)
Items (300): Communicator (200), Mobile Dataverse Device (100)
Bases(1000): Tangled Green Base (1000)
Unlocks (3000): First Stat Increase (1000), Second Stat Increase (2000)
Base stats, Rage Forms Listed:
ATK: 2 (5) (8)
DEF: 4 (4) (4)
SPD: 5 (7) (9)
TEC: 1 (1) (1)
History: Usalia was a young demon and heir to the world Toto Bunny. This was a peaceful netherworld whose rulers desired not the war and violence that most Netherworlds have. However one day the world was beset by aa general of the Lost, Majorita. She tortured Usalia and her parents by placing a curse on her that forced her to eat Curry. She eventually killed Usalia's parents and brought the world under The Lost's direct control.
Usalia fled from the world with the curse but was eventually befriended by the Rebel Army. Usalia fought hard with the rebels and eventually defeated Majorita getting her revenge on her. Usalia continued with the Rebel Army until they defeated the Lost, then went back to her world to rebuild it as its Overlord.
Curry hyperspace (Fodder)
Usalia usually carries around curry, hidden until she uses her ninja magic to pull it out, whether it is a single plate, or a pot to feed a party. Even in the middle of battle she is often seen pulling out Curry to eat.
Curry Spoons (Ranged Proficiency) (600)
Usalia can use her ninja magic to summon numbers of metal Spoons. While she normally uses these to eat curry, she also uses them as a weapon in combat. She tosses them one at time or can throw handfuls at a time with one or both hands. They don't cut but they can leave a bruise, especially if multiple strike.
Nails (Physical Strength) (300)
In Usalia's Rage Forms her nails are reinforced to the point of being deadly slashing weapons. She rips and tears just as any animal with claws would.
Log Substitute (Teleport) (300)
Usalia teleport to another location leaving a clone behind. That clone when struck or after 10 seconds transforms into a wooden log. Her ability to use this is dependent upon the Teleportation restrictions, however creating the log/clone takes a fair amount of energy by itself.
Pow Hammer (Physical Strength, Burst Movement) (600)
Usalia can use her ninja magic to summon a wooden hammer with a long slender handle. She usually smacks things around with this and after a moment of gathering some her strength can strike 5 times quickly in succession.
Prinny Beam (Ranged Proficiency) (300)
Usalia jumps up into the air and lands on her Prinny assist. This causes a beam to shoot out of the Prinny's mouth. The beam is very fast and strong, but Prinny can only fire a few of them before getting exhausted.
Prinny Ball (Physical Strength, Area Attack Proficiency) (300)
Usalia runs on top of her Prinny Assist who rolls up into a ball from the motion, charging up energy and then releasing it to quickly slam into enemies.
Flatty Dance (T1 Super Move, Physical Strength, Burst Movement, Super Speed) (600)
First she postions herself above her target either by using her Prinny or jumping, then Usalia uses her speed and her power hammer in 20 quick overhead smashes with the last one being the strongest.
Prinnical Meteor (T2 Super Move, Growth, Area Attack Proficiency) (800)
Usalia summons or uses her active Prinny Assist. She pulls out a long ninja scroll and summons its power with a handsign while standing on the Prinny, causing the Prinny to float up into the air and grow to 50 meteors in diameter. Then she jumps and hits the Prinny causing him to fall, crashing into her enemies and creating an explosion on impact.
Rage Blast (T2 Super Move, Area Attack Proficiency) (800)
In her higher forms Usalia has access to a giant blast of rage energy. She hold her head up to the sky and gathers a 30 foot red and black ball of pulsing energy and then sends in exploding into an enemy for massive damage.
Whisper of Rage/Murmur of Rage (Tier 1/2 Powered Forms)
In both forms Usalia gets down on all fours, her eyes turn completely white, and she becomes much more dangerous. She is in control but this is a berserk state.
ATK: 5/8
DEF: 4/4
SPD: 7/9
TEC: 1/1
Prinny (Tier 1 Assist)
A big fat yellow Prinny. Usalia summons him by pulling out and rolling out a summoning scrolls by raising it up in the air with one hand and making a hand sign with the other. Typically appears next to or below Usalia and acts as a mount, rolling into a ball to get around while she rides him.
Atk 1 Def 2 Spd 2 Tec 0 [/spoiler]
Posts: 65
Threads: 9
Joined: Sep 2013
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08-12-2016, 11:46 PM
(This post was last modified: 08-12-2016, 11:47 PM by Trixie.)
Character Name: Marka Ragnos
Character Source: Star Wars (Original)
[spoiler]
Non-Player Character Information
Personality
Ragnos knows not how the remainder of his scepter ended up in a storage vault on Tier 2 of Coruscant, but he only knows that through Trixie, whom he can see everything about, including her past which he chooses not to share with her, he might be able to secure some semblance of power. Ragnos does not recognize Palpatine as a true Sith nor as an Emperor, however, he is intelligent enough to know that speaking such things would be foolish. Patience, silence, and time. Things Ragnos will abide by to achieve his ultimate goal of being Dark Lord of the Sith again. Currently only capable of inhabiting the force around Trixie as a force ghost, Marka Ragnos is restricted to an incorporeal form and, despite numerous efforts, is unable to effect anything around him. Though he is unable to physically affect the Omniverse he is still superbly powerful in the force and has information and knowledge at his disposal that one could only hope to achieve in a lifetime. When Trixie touched the remainder of the Scepter, the altered sword, he was cast into her being and is with her at all times regardless if the sword is on Trixie's person or not.
Name: Marka Ragnos
Character Source: Star Wars Pre-Hyperspace War
Level: 5
Spent OM: 25,000
Proficiencies (4200): Physical Strength (1000), Ranged Proficiency (1000), Remote Control Proficiency (600), Ranged Materialize Proficiency (600), Area Shield Proficiency (400), Area Attack Proficiency (600)
Powers (13,800): Enhanced Senses: Master (2000), Telepathy (1500), Stealth (1200), Foresight (1500), Survival (2000), Insight (1600), Phasing (1200), Flight (1800) , Fusion (1000)
Moves (0):
Super Moves:
Transformations:
Items:
Unlocks (7000): First Stat Increase (1000), Second Stat Increase (2000), Third Stat Increase (4000), Tier 1 Powers Cap (2000)
Base stats:
ATK: 4
DEF: 2
SPD: 3
TEC: 4
History
A Sith-Human hybrid, Marka Ragnos was a direct descendant from a Dark Jedi who had fled the Republic after the Hundred-Year Darkness, who lived 20,000 years after the formation of the Old Republic. Feared, obeyed, and admired among the Sith, Ragnos was considered to have been the greatest Dark Lord of the Sith of his age, and was born a long time before 5100 BBY. When the Dark Lord of the Sith died, Ragnos and another powerful Sith, Simus, rose up to take the mantle. A formidable warrior, Ragnos dueled and defeated Simus in combat circa 5100 BBY, proving himself worthy of the mantle of Dark Lord of the Sith. After gaining the mantle of a Dark Lord, he led ruthless campaigns against his Sith enemies, pitting his adversaries against each other and ensuring that there were no threats to his throne. His iron-fisted rule would last over a century. During those times Ragnos likely composed his own epistle, created a Scepter capable of siphoning the Force from many different places, which could be used to empower non-Force users, and designed a pair of gauntlets capable of augmenting the strength of the Force in its user. Years later, Ragnos was encountered by a young boy named Tenebrae, when he was thirteen years old. The boy had come before Marka Ragnos, the Dark Lord of the Sith and the ruler of the Sith Council and Sith Empire during those times, hoping to gain training under Ragnos. When Lord Ragnos met Tenebrae, he was impressed by the youth's power and ambition and named him the ruler of Medriaas, bestowing on him the rank of Sith Lord and the name Vitiate. After years of his rule, Marka Ragnos passed away in year 5000 BBY. His death was marked as the end of a golden age of the Sith Empire, despite its reluctance to continue expansion.[/spoiler]
Always Outnumbered, Never Outgunned
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