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(05-03-2016, 10:35 AM)Hiro Protagonist Wrote: Normal Move:
Yojimbo Style: Rashōmon Rush (300 OM)
With his blade sheathed, Hiro gets close to his opponent, and shoulder checks them backwards. As they stumble back, arms flailing, he unsheathes his blade and performs a simultaneous strike with sword and scabbard aimed at their limbs, finishing with a horizontal scissor cut at head level. Hiro is vulnerable to counterattack directly after his finishing slice due to the awkward position it leaves his weapon in, and cannot use Burst Movement for five seconds afterwards. Additionally, if the shoulder check does not land, this move is interrupted.
This seems okay! The only questions I have would be, how quickly does he unsheathe his blade? Which limbs does the simultaneous strike with the sword and scabbard hit (all of them, just their arms, etc.)?
(05-03-2016, 09:46 PM)Enzo Matrix Wrote: Sea Shield (900?) – Requires Physical Strength, Ranged Proficiency, (Remote Control/Homing Proficiency?)
The Sea Shield takes the shape of a circular sea shell, measuring approximately 2.5 feet in diameter. When AndrAIa was younger, she wore the gigantic sea shell as a breastplate, but discarded it as she grew older. Matrix then adopted the shell as an offensive weapon as he grew older, utilizing it as an offensive weapon, instead. He can utilize the shield with either hand. Like Gun, he can summon it to whichever hand he desires from a short range, without actually making contact with the weapon. It can be used as an offensive weapon, affixed to either of Matrix’s forearms for powerful striking. Likewise, Matrix can hold the shield up and use it to take the brunt of an attack, utilizing its original purpose. Lastly, Matrix is capable of throwing the shield and skillfully bouncing it between targets, making it an effective ranged attack, as well. He can manually throw it with great velocity, slightly faster than an arrow shot from a bow.
Homing proficiency would be needed (since it doesn't need to be aimed beyond the initial toss, bouncing between targets like that), Area Attack proficiency may also be required if the shield's targets are spread out far enough. You can always specify that the shield can only attack those opponents within a certain range (narrower than three feet in diameter without Area Attack) of Matrix. The price of 900 OM should account for all of its functions.
"he can summon it to whichever hand he desires from a short range" - If the shield can be summoned further than five feet from Matrix, then you will need the Ranged Materialize proficiency. In short, please specify what a short range is! Otherwise I think this move is pretty solid.
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(05-05-2016, 10:43 PM)Jade Harley Wrote: [quote='Hiro Protagonist' pid='70733' dateline='1462289756']
Normal Move:
Yojimbo Style: Rashōmon Rush (300 OM)
With his blade sheathed, Hiro gets close to his opponent, and shoulder checks them backwards. As they stumble back, arms flailing, he unsheathes his blade and performs a simultaneous strike with sword and scabbard aimed at their limbs, finishing with a horizontal scissor cut at head level. Hiro is vulnerable to counterattack directly after his finishing slice due to the awkward position it leaves his weapon in, and cannot use Burst Movement for five seconds afterwards. Additionally, if the shoulder check does not land, this move is interrupted.
This seems okay! The only questions I have would be, how quickly does he unsheathe his blade? Which limbs does the simultaneous strike with the sword and scabbard hit (all of them, just their arms, etc.)
It takes a second for him to unsheathe, another second for the limb strike (and its the arms, he always goes for thier arms. I meant for it to kind of be like a "disarm" type manuever without actually disarming them) and then one more for the top cross cut. He uses burst movement to execute the cuts which is why it limits him using it again immediately afterwards.
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(05-05-2016, 10:43 PM)Jade Harley Wrote: Homing proficiency would be needed (since it doesn't need to be aimed beyond the initial toss, bouncing between targets like that), Area Attack proficiency may also be required if the shield's targets are spread out far enough. You can always specify that the shield can only attack those opponents within a certain range (narrower than three feet in diameter without Area Attack) of Matrix. The price of 900 OM should account for all of its functions.
"he can summon it to whichever hand he desires from a short range" - If the shield can be summoned further than five feet from Matrix, then you will need the Ranged Materialize proficiency. In short, please specify what a short range is! Otherwise I think this move is pretty solid.
Thanks so much for the advice, Jade! Had not considered Area Attack, but I'll add that, because I definitely want it to be able to bounce more than three feet. Also, "summon" was poor wording on my part, given the setting. He could only materialize it onto either forearm, but if it were dropped he could make it come back to his arm as if magnetized, same as he can with his gun. However, with his gun it's only been to transition it between his holster and his hand, thus far. Telekinesis is Matrix's future, likely before this move now, so that ought to cover that, since Remote Control is included? Here's the revised version, unsure about the ranges.
Sea Shield (900) – Requires Physical Strength, Ranged Proficiency, Area Attack Proficiency, Homing Proficiency (Remote Control?)
The Sea Shield takes the shape of a circular sea shell, measuring approximately 2.5 feet in diameter. When AndrAIa was younger, she wore the gigantic sea shell as a breastplate, but discarded it as she grew older. Matrix then adopted the shell as an offensive weapon as he matured, utilizing it as an offensive weapon, instead. He can utilize the shield with either hand. Though he summons it from thin air onto either arm, like Gun, he can bring the weapon to either hand without actually making physical contact with it if it is dropped, up to a range of ten feet. It can be used as an offensive weapon, affixed to either of Matrix’s forearms for powerful striking. Likewise, Matrix can hold the shield up and use it to take the brunt of an attack, utilizing its original purpose. Lastly, Matrix is capable of throwing the shield and skillfully bouncing it between targets, making it an effective ranged attack, as well. He can manually throw it with great velocity, slightly faster than an arrow shot from a bow. If it bounces between targets, it only has the velocity to travel seven yards between strikes, and a maximum of three bounces.
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Explosive Cannon Arm (300, Ranged Proficiency.)
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Foot Ball is a Game that Warren has a lot of experience as the "Quarterback of Chaos" playing. Due to this he has developed this technique to channel part of his talents of Football into actual combat situations. Using the power of Omnilium he will 'materialize' 10 foot balls made out of dark energy that actually contain a secret. For you see these are not your every day pigskins... but are actually more than that. There is a surprise hidden inside each and every one of them... namely that they can and will explode damaging everything within 3 feet. However the explosion is not triggered until they are lobbed at an opponent or thrown like a regular foot ball... or kicked at an opponent. This move involves him picking up the foot balls, and hurling them at an enemy. The Dark Foot Balls are colored black and purple and appear to be made entirely out of energy, but look like regular footballs otherwise.
Tempest Kick (600, Ranged Proficiency. Debuff proficiency?)
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Foot Ball is a Game that Warren has a lot of experience as the "Quarterback of Chaos" playing. Due to this he has developed this technique to channel part of his talents of Football into actual combat situations. Using the power of Omnilium he will materialize a foot ball that appears to be made to appear like a blue sky, with just a hint of blackness in it. When this is kicked towards an opponent it releases a 'mini tornado' that takes an opponent into the air and makes attacking Warren much harder unless they can actually fly.
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(05-06-2016, 10:29 AM)Enzo Matrix Wrote: Sea Shield (900) – Requires Physical Strength, Ranged Proficiency, Area Attack Proficiency, Homing Proficiency (Remote Control?)
Yeah! Sounds good to me.
(05-06-2016, 11:45 AM)Warren Zimmer Wrote: Explosive Cannon Arm (300, Ranged Proficiency.)
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Foot Ball is a Game that Warren has a lot of experience as the "Quarterback of Chaos" playing. Due to this he has developed this technique to channel part of his talents of Football into actual combat situations. Using the power of Omnilium he will 'materialize' 10 foot balls made out of dark energy that actually contain a secret. For you see these are not your every day pigskins... but are actually more than that. There is a surprise hidden inside each and every one of them... namely that they can and will explode damaging everything within 3 feet. However the explosion is not triggered until they are lobbed at an opponent or thrown like a regular foot ball... or kicked at an opponent. This move involves him picking up the foot balls, and hurling them at an enemy. The Dark Foot Balls are colored black and purple and appear to be made entirely out of energy, but look like regular footballs otherwise.
Change "10 foot balls" to just 1 football. Summoning one football at a time works better for designing a move! Also, how long does it take for Warren to materialize a single football? (I recommend a 3 or 5 second summoning time.) Does the strength of the attack decrease over a longer distance? What does it feel like to get hit by one of these footballs? This move also needs a downside, like slight fatigue from kicking or throwing.
Quote:Tempest Kick (600, Ranged Proficiency. Debuff proficiency?)
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Foot Ball is a Game that Warren has a lot of experience as the "Quarterback of Chaos" playing. Due to this he has developed this technique to channel part of his talents of Football into actual combat situations. Using the power of Omnilium he will materialize a foot ball that appears to be made to appear like a blue sky, with just a hint of blackness in it. When this is kicked towards an opponent it releases a 'mini tornado' that takes an opponent into the air and makes attacking Warren much harder unless they can actually fly.
Again, how long does it take to materialize this football? The tornado wouldn't last for the entire fight, just so you know; I would recommend rewriting this so that the tornado appears for [x] amount of seconds, throws Warren's opponent into the air [Specify the height that they are thrown into the air!], and then dissipates. Then the opponent is injured when they hit the ground again, which is where the actual damage takes place. That gives the move only a single function, reducing the price to 300 OM.
Maybe change the part that I have outlined in bold to "and the suddenness of the attack makes it more difficult for them to land without taking any damage". This move also still needs a downside, like fatigue!
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Rewrote the Shock Pistol move, which is better:
Quote:Shock Pistol (Ranged Proficiency, Debuff) (600)
Carmelita's Shock Pistol is a variant of her former Interpol weapon, a red boxy pistol with two electrodes and a firing mechanism.
The weapon fires a small ball of electricity in a straight line at a velocity around 20 m/s. The ball of electricity, around the size of a golf ball, is only mildly painful, leaving minor burns at worst, but being hit with more and more will quickly wear its targets down, electricity disrupting the senses and afflicting minor paralysis. In practice, the effects of the weapon on an everyday low-life will last a good five to ten minutes, plenty of time to put them in handcuffs.
The weapon has a limited battery pack, and recharges one of its three shots every second.
Carmelita can engage a secondary mode on the Shock Pistol. Instead of firing small balls of electricity, she can hold her fire for three seconds and combine three shots into one. If this hits, the target has a chance of being deprived of sensory input for fifteen seconds, giving Carmelita time to engage in espionage properly. Aside from taking a second to charge and from consuming all three charges, the only obvious difference is that the ball of electricity is three times as bright upon firing.
or
Quote:Shock Pistol (Ranged Proficiency, Debuff) (600)
Carmelita’s Shock pistol is a variation on her former Interpol weapon, a red boxy pistol with two electrodes and firing mechanism visible on the front.
All damage done by the Shock Pistol, no matter the attack, is electrical damage to the nervous system or equivalent. This damage is non-permanent and fades without the need for healing within an hour.
The weapon has a battery pack. This battery pack recharges a third of its juice every second.
The Shock Pistol has two types of shot, low-power and high-power.
Consuming one third of the battery, the Shock Pistol can fire low-power shots with no time required to charge. These shots manifest themselves in a golf-ball sized sphere of crackling electricity that travel in a straight line up to 100 m at around 20 m/s. The low-power shots are not particularly powerful, but being hit with two or more in succession will accumulate the negative effects of being zapped with electricity which result in shakes, disrupted nerve signals and other debilitating effects. Those who have been hit with more than five shots in a minute can expect to have their effective movement speed and technique halved by these effects. Unlike the damage, the negative effects fade if you avoid being hit as much.
Consuming the entire battery over three seconds of charge time, the Shock Pistol can fire high-power shots. These shots manifest themselves in the same way as the low-power shots but spark three times as brightly. The high-power shots do not do any damage, since the higher power decreases the time it takes to ground itself upon hitting, but being hit will result in fifteen seconds of sensory deprivation as the targets nervous system or equivalent is overwhelmed.
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Tempest Kick (300, Ranged Proficiency. )
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Foot Ball is a Game that Warren has a lot of experience as the "Quarterback of Chaos" playing. Due to this he has developed this technique to channel part of his talents of Football into actual combat situations. Using the power of Omnilium he will materialize a foot ball that appears to be made to appear like a blue sky, with just a hint of blackness in it. When this is kicked towards an opponent it releases a 'mini tornado' that takes an opponent into the air and the suddenness of the attack makes it more difficult for them to land without taking any damage. This tornado only lasts a couple of minutes and will dissipate within 3 minutes after it has been summoned to the battlefield. The opponent is thrown about 10 feet into the air. This makes him tired after each use, and very irritable as well as heavily fatigued. It's why he doesn't often use this move. 5 minute recharge.
Explosive Cannon Arm (300, Ranged Proficiency.)
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Foot Ball is a Game that Warren has a lot of experience as the "Quarterback of Chaos" playing. Due to this he has developed this technique to channel part of his talents of Football into actual combat situations. Using the power of Omnilium he will 'materialize' a single Foot ball that appears to be made out of a dark energy. This foot call appears to be purple and black but made entirely out of energy. While it may LOOK like a regular foot ball this holds a surprise namely that it packs a bit of explosive potential... that of a single grenade concealed within it. This takes a full 6 seconds for him to summon a single one. In addition he will grow slightly fatigued, and after making ten of these will be unable to use this move for two minutes.
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Normal Move
Hacker Technique: Ghost in the System
Requires Physical Strength - 600 OM
Using his virtual experience, Hiro creates a weak clone of himself within five feet made of pure data. It takes five seconds of standing still and focusing to summon the clone, and takes up a significant amount of energy. It is visually identical, but jitters and shakes in it's appearance will allow anyone with TEC 3 or above to identify the clone. The clone will move in concert with Hiro and perform any single attack against a target that Hiro is also targeting, before disappearing. The clone also fizzles and disappears if it is hit with any attack before it lands it's own.
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Fisti-Cuffs (Physical, Debuff) (300)
Carmelita has three pairs of Fisti-Cuffs in a belt pouch that she can use to restrain people. The Fisti-Cuffs take the form of two thick metallic red arcs, coupled with a red chain and with several prominent glowing lights and a codepad. Activated with a button press, an arc rotates part of itself to form a ring before dropping blunt teeth to connect the electrodes onto the limb.
Carmelita clips one end of the Fisti-Cuffs to one of the target’s limbs and the other to an appropriate object (another limb, a steel rail, a tree branch etc). This requires her to be able to match the target’s speed, and takes a second in which she is vulnerable to attack.
The Fisti-Cuffs will keep the two objects it is connected to attached to each other by a six-inch reinforced dura-steel chain, and will emit strong pulses of electricity every two seconds that reduce the strength and speed of the target to that of a base human over a period of at least thirty seconds (longer against high defense and high speed/attack).
The Fisti-Cuffs are weak to shear forces such as blades, are prone to crack in high temperature differences, and will shatter under the force of a high-strength prime. In addition, targets with high technique or analytical abilities may identify the code for unlocking the cuffs with a brief period of examination. Once removed, the negative effects will fade over ten seconds.
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I have no idea if a move like this is even allowed, let alone whether the proficiencies I have listed would be enough, nevertheless, I wanted to put this out here to see what people thought of it, whether I should even pursue getting it approved or not.
Devour the voice of the world ( requires Debuff proficiency, T1 utility Supermove, 600 OM):
The Sage takes a firm stance, and holds open a blank book in front of him. The book begins to glow with a dark violet light, as air seems to flow into it. Any sounds within a 30 meter radius, be they talking, the shouts and cries of battle, explosions, or even just the nearby chirping of crickets, are utterly silenced. Instead the sounds take form in written words of a strange language, which fly from the source before swirling into the book, filling the pages with written text, which the Sage can then use for the future.
This move requires the Sage to remain stationary and focused for 20 seconds (or longer, if there is not ample sound nearby), as the pages turn and the book is filled with words. If something interrupts this sequence, such as a strong attack, or something that destabilizes his footing, the move is ruined and the Sage cannot use it again in the same battle. If the Sage succeeds in filling the book without anything occurring to prevent him, he regains 2 SP (for a net gain of 1 SP, and not exceeding the amount he began the battle with) which he can use ONLY for those powers relating to his bibliomancy. This power also cannot be used outside of combat, as there is not enough sound in most situations to fill the book before the spell runs out of time, in which case the book is only partially filled and useless.
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Sagerino: Unfortunately, regaining SP from a move is a no-go, even as a Super Move. The only way to regain lost SP is with an item or just by resting between combat encounters (or special saga stuff).
Hiro: That move looks good. You wouldn't need to spend 600 if it's just mindlessly attacking, it'd just be 300. If you want it to be able to defend you as well, then you'd need the additional 300.
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(06-08-2016, 09:35 AM)Mark Wrote: Sagerino: Unfortunately, regaining SP from a move is a no-go, even as a Super Move. The only way to regain lost SP is with an item or just by resting between combat encounters (or special saga stuff).
Hiro: That move looks good. You wouldn't need to spend 600 if it's just mindlessly attacking, it'd just be 300. If you want it to be able to defend you as well, then you'd need the additional 300.
darn.
I had the feeling that would be the case, thanks for letting me know! I'm assuming I couldn't use the move to make another attack stronger right (since that would then be self-buffing which is also not allowed.)
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Nope, though you're free to create a stronger version of a move you already have with different downsides and such and get that approved. You could also make a Super Move version of one of your basic attacks if you really want to up the ante.
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06-10-2016, 06:48 PM
(This post was last modified: 06-10-2016, 06:49 PM by Marcus Wright.)
(I need a little help trying to set this gun up)
Remington 870 Trench Gun- (300 OM)
The Remington 870 Trench Gun is a full sized gun. It contains a full-length magazine tube, a custom foregrip, a heat shield and a support clamp.
It contains a full-length magazine tube, a custom foregrip, heat shield, and a U.S.M.C-style support clamp, which would normally have a bayonet lug on the bottom.
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@Marcus: Okay, so, you've got a nice description going! We just need some details on how the gun actually performs, now. What's the magazine capacity (how many rounds does it hold)? What's the rate of fire? Is there a reload time after the magazine is emptied? Does Marcus have to remain stationary while firing this or can he move around?
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Convoluted as hell sounding move with all the caveats, especially with the restrictions from being a homing debuff. I guess it's probably best to post it here to see if I have any chance of buying it on a possible new character.
300 OM: Eiha (Req. Ranged, Debuff, Homing) - (Character) pauses for 4-6 seconds dependent on her current health; the lower it is, the longer channeling takes, with 4 for above half, 5 for half or less, 6 for 1/4 or less- to focus on a single opponent within about 20 meters, unable to focus on any other actions or opponents while channeling this spell. If she is injured, her concentration is otherwise interrupted (such as moving or being startled), or she loses line of sight/sense of the target's location/the target moves out of range, the spell fails. Upon successful casting, the called target is drained of some physical strength and stamina. On applicable targets, this may represent itself as the target appearing to "wither", like a mechanical creature rusting, a humanoid losing body mass and wrinkling, an animal getting thinner, etc. This effect requires (Character) drain her own health by 2 during each of her turns to keep it in effect, with the same "withering" appearing on her body and getting progressively worse. Continuing it does not, however, require concentration, and she is capable of completing other actions (albeit in a weakened state) while it is in effect. With some conscious effort, she can also cancel the effect at any time. The withering and effect goes away on the target the immediately after (Character) chooses to dispel the effect, or if the target is healed or buffed in any way. (Character)'s withering stops progressing and she stops losing health every turn when the effects end in any way, but her lost health is not immediately regained. (Character) can become incapacitated or even possibly accidentally kill herself by allowing her body to decompose too far. If she dies or the battle ends, of course, the withering and effect on her opponent also immediately fade.
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Channel Azi Dahaka -Tier 2 Super Move (Requires Area Attack)
Desco focuses all of her power and emits a brilliant wave of white energy to strike everything within 10 feet. All secondaries and Assists (Allies included) struck are destroyed. This only affects assists and secondaries with less Attack than Desco and has no effect on Primes, not even a tingle. This does not prevent assists from being resummoned.
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@ Mettaton, This seems mostly okay to me, but Move Approval might have something more to say about it! Personally I think it would work better with a strict time limit (maybe 10-15 seconds) before the effects of the move fade rather than relying on healing/buffs/character death/etc., but it's up to you.
@ Desco, Must Desco remain still while performing this move? How long does the blast wave take to spread the full 10 feet and does it vanish immediately after expanding fully? You also might want to specify how DEF relates to this attack-- an Assist with a higher DEF than Desco's ATK would be more resilient, for example.
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Purple Magic - 300 OM
Type: Debuff Ranged Move
PURPLE MAGIC: Magic of the Cosmos; involves physical manipulation and spacial exploitation.
Purple mages have the power to bend gravity, magnetism and other physical forces to their whim, however this is obviously limited in the Omniverse. Jams is able to slightly shift the gravity of his enemies, potentially knocking them off balance and confusing them for a bit. It isn't enough to move them (unless they were, like, a marshmallow or something), but the shift in gravitational focus could potentially alter their overall flow in battle and certainly helps when screwing over their hit at the last second. This isn't a very reliable ability, however, in long bursts as he can get tired rather quickly depending on his stamina at the time being. If an enemy weighs any more than about 200 pounds or so, then they likely wouldn't feel the effects unless their armor was really loose.
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@Jams - Is there a maximum range on the move, and how long does the shift in gravity last?
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