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Official Move Approval IV
Horror Nova (Requires Ranged Proficiency, Area Attack Proficiency) (300)

(I've decided that the ring of horror isn't right for Erik, so I've opted to put it on the back-burner for a while. Thanks to Okor for the help.)

Erik collects his power for three seconds before throwing back his head and releasing a burst of violet energy. Any enemies caught in the blast will start to hallucinate a variety of horrors, dependant on the fears of the affected foe, as long as Erik maintains the nova. The hallucinations will continue to grow more vivid as long as enemies remain in the area of effect. The rate of which they grow realistic is dependant on the foe's TEC and their distance from Erik. The nova will be maintained as long as Erik concentrates. The hallucinations will quickly dissipate after the affected parties leave the nova. The hallucinations are just that: hallucinations. They cannot hurt or otherwise touch enemies, so a smart foe can bypass them entirely. This move is quite tiring to maintain. The nova has a radius of 5 metres.
*The emperor of mankind yeets erik into a sun*
[Today 08:03 pm] Erik Vrell : Bruh
[Today 08:03 pm] The emperor of mankind : don't worship gods
God’s Resolution 
-
Fluff: Whenever she uses it, there may be an ominous latin chorus chanting in the background.

Move OM Cost: 1500
Required Proficiencies: Ranged (1000), Homing (600), Debuff (1000), Buff (400)
Required Powers: Telepathy (1500), Teleportation (1500)
Total cost: 7500

Jeanne d’Arc’s six command seals.
Unlike normal servants, because of belonging into the Ruler-class, Jeanne is granted command seals. She is granted two per each servant participating in the Holy Grail War. (In Omniverse, this means six Command Seals; Arturia Pendragon, Gilgamesh, Mordred Pendragon).
This is only used to determine the amount of Command Seals Jeanne will have, and she will never have more than 6. The Command Spells work against all player characters.


These six command seals can each be used only once, and each represents a single given command. A single command cannot affect multiple targets, unless a command seal is spent for each affected party. This means that giving Command Seal infused command to two people, would require her to spend two command seals.
No matter how many command seals Jeanne has at her disposal at any time, she may only expend one on each target, per combat situation. If she encounters these opponents later again, she may use a command seal on them again.

When all six seals have been spent, Jeanne must offer her prayers to her Gods, whilst situated at the Nexus fountain to regain them.

To use a Command Seal, Jeanne must voice her command verbally. It takes five seconds from the moment the command is spoken to take effect. Using a command spell takes its toll on Jeanne, and she cannot use them recklessly. While casting a command spell, Jeanne’s movement is reduced down to walking, and if she cannot speak the command fully, it will not activate.
The target does not necessarily have to hear her command, but has to be within twenty meters of Jeanne. If the target is beyond twenty meters, even if they hear her, the command seal won’t activate.

In a combat situation, Jeanne can use up to three command seals at most, before her energy is spent, and she will have to rest.
The duration of the command given is fifteen seconds, after which the target may do as they wish.

The Command Seals can be used to issue commands to aid, or hinder those around her.
There are two types of commands she can issue; Enforceable ones, and Roleplay fluff ones. The Enforceable ones are listed below, and the rest fall into roleplaying fodder and fluff.

The enforceable commands cannot be disobeyed, unless the targets TEC is equal or higher than Jeanne’s.
The non-enforceable roleplaying fodder/fluff ones, can be disobeyed as the target wishes, and in general are pre-emptively agreed on amongst all the writers in question, before being issued.


Combat Orders (Enforceable) - Based on TEC comparison.

Stand down / Lower your weapons / Baissez vos armes 
  • The opponent is still allowed to dodge and block attacks, but will be unable to mount any kind of offence.
  • The target is forced to lower their weapon or halt their attack and stand down.
Attack / Charge / Attaque!
  • The target is forced to attack a given target.
  • May also be used to increase the damage dealt by an ally.
Stop / Halt / Stop / Halte
  • The target is forced to stop, this command refers to movement rather than attacks.
  • This doesn’t stop the target from attacking or defending, it simply forces them to stand in place.
Disarm / ”Don’t use it” / “Stop this” / “Desarmez-vous” 
  • Different from stand down; Opponent will be forced to drop their weapon rather than just lowering it.
  • Nothing stops the opponent from picking up the weapon, or even changing weapons.
  • Opponent may even decide to bail from the situation
  • All in all, what comes after dropping the weapon, is up to the opponent.
  • If a disarmed weapon has multiple modes, the user can swap to another mode, but it will take an equal amount of time, that swapping to another weapon would. For example, when taking another weapon from a holster.
Appear / Disappear / “Venez ici/disparaissez!”
  • The target is teleported from their location, to another decided by Jeanne.
  • All the regular restrictions of Teleport apply.
  • Distance moved is based on Jeanne’s teleport level.

Fluff Orders (Non-enforceable) - Fluff
These orders must be agreed on between the writers in advance and they include all orders that are not covered above. 
These orders are generally meant for non-PVP situations, of the story-focused PVE-kind.
Broader orders are less effective than specific orders. If there is a big difference in power (tipping towards Jeanne) even broad orders can be forced to be obeyed (in character).
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
Scarecrow's Scythe- 300 OM

Scarecrows scythe is just like a normal scythe. The scythe deals large amounts of damage but fatigues Scarecrow with repeated use. The scythe has a curved long wooden staff like handle and the blade at the top is curved so it can snatch, slash, chop, and disarm opponents. Scarecrow simply carries his scythe on his back and takes him 2 seconds to pull it out. The length of the blade is 30 inches and the shaft is 67 inches.
[Image: maxresdefault-600x375.jpg]
Final Flash - Tier 1 Super Attack (600 OM)

Seventeen throws his hands apart with his fingers spread out and bent forward. He proceeds to charge yellow ki (en0rgy) into his palms. The energy builds up into two dense spheres that give off sparks of electricity and visible heat and light. When he's ready, he draws his hands together in front of him. After another final, tension-laden moment, he releases a concentrated beam of energy with devastating consequences for those silly enough to be hit. Seventeen can opt to do this move quickly or slowly, and he can also shout the name of the attack. Whatever theatrics he does, the attack's potent force remains the same.
Z-Tech Wrist Blasters 
Cost: 600 OM 
Requires: Ranged Proficiency,  and Physical Strength. 

This weapon was created by Warren Zimmer. Based off of the Wrist Blasters that he once had,  Warren's made some improvements to the design allowing them to function in this world. The wrist blasters pack a punch enough to concuss an opponent and perhaps knock them off balance. They are also built into both wrists,  so he can either fire a single charged shot... or shoot multiple weak rapid fire shots.  This weapon is something that cannot be stolen from Warren by anyone. It takes about a second for him to fire each shot.   It is a versatile weapon that is well suited to Warren Zimmer and adds some flair to his techniques. These travel at speeds of 40 MPH when fired from this weapon.


Z-Tech Energy Blast - Fire:  (300 OM,   Ranged Proficiency.) 

This is a variant of the typical energy blast that is fired from the wrists of his suit.  Unlike the typical energy blasts this possesses an elemental property namely that of the Element of Fire,  itself.   This technique is one of the ones Warren has come up to allow himself to defend himself in the new world he is in. It is a move that cannot be copied as it requires the wrist blasters in his suit. The Z-Tech Fire Energy Blast is colored a mix of purple and reddish flames, giving it an eerie and almost evil feel to the color of the fire he's shooting. The fire blasts are about the size of a fist... each. They travel at relatively quick speeds of 40 MPH.
PRM-001 (Lvl1 Assist, Area Shield, Debuff) (2700[1000+1000+400+300])

Attack: 1
Defence: 2
Speed: 1
Technique: 1

Police Riot Mech 001 is the first support mech of New Interpol’s armoured fleet. PRM-001 has no weapons attachments, but is a ten ton armoured walker with a large flat energy riot shield it can project in front of it. It is piloted by [spoiler]the joint efforts of Chip and the AI AL3X.[/spoiler]PRM-001 consists of the cockpit, two articulated legs and the riot shield module deployed from the base of the cockpit. The colour scheme is black and gold with blue and red flashing lights.
PRM-001 is integrated into a quantum signal teleportation system from New Interpol, and can therefore be summoned by Carmelita. The quantum signal teleportation system is unstable but functional, allowing the Assist to be present for as long as Carmelita’s quantum beacon keeps its charge.

PRM-001 Riot Shield (Move, Area Shield, Debuff)

PRM-001 plants its feet and projects a 5m wide and 3m tall shield directly in front of it. This shield takes the form of a translucent blue plane of crackling energy, which is maintained by a large foot wide dish that is extended from a protective compartment below the PRM-001’s cockpit. This shield will ignore physical objects in its way when deploying, anchoring them to the shield or lightly forcing them out of the way.
PRM-001 cannot move when the Riot Shield is activated. The shield takes one second to put up and ten seconds to take down, and during this time PRM-001’s Riot Shield Module is vulnerable to being destroyed. During operation, the Riot Shield Module is protected by an extended covering, but during the reconfiguration this covering has to be removed and folded as the module deploys or undeploys.
The PRM-001 Riot Shield is a one way permeable barrier, allowing movement away from PRM-001 but not towards him. Any physical object with less momentum than a train striking the barrier is rebounded with a burst of electricity that, for an ordinary secondary, would cause a second of disorientation.
Energy attacks will pass through the barrier in both directions, but will be reduced in efficacy unless they are electrical in nature. Attacks that bypass physical barriers are unaffected unless they rely on sight, in which case they will require additional effort on the part of the user.
If the Riot Shield Module is destroyed, PRM-001 cannot use the Riot Shield. If PRM-001 leaves the area due to the quantum signal teleportation system timing out, the Riot Shield ceases to function as soon as PRM-001 disappears.
(07-12-2016, 06:30 AM)Carmelita Wrote: PRM-001 (Lvl1 Assist, Area Shield, Debuff) (2700[1000+1000+400+300])

Attack: 0
Defence: 5
Speed: 0
Technique: 0

Police Riot Mech 001 is the first support mech of New Interpol’s armoured fleet. PRM-001 has no weapons attachments, but is a ten ton armoured walker with a large flat energy riot shield it can project in front of it. It is piloted by [spoiler]the joint efforts of Chip and the AI AL3X.[/spoiler]PRM-001 consists of the cockpit, two articulated legs and the riot shield module deployed from the base of the cockpit. The colour scheme is black and gold with blue and red flashing lights.
PRM-001 is integrated into a quantum signal teleportation system from New Interpol, and can therefore be summoned by Carmelita. The quantum signal teleportation system is unstable but functional, allowing the Assist to be present for as long as Carmelita’s quantum beacon keeps its charge.

PRM-001 Riot Shield (Move, Area Shield, Debuff)

PRM-001 plants its feet and projects a 5m wide and 3m tall shield directly in front of it. This shield takes the form of a translucent blue plane of crackling energy, which is maintained by a large foot wide dish that is extended from a protective compartment below the PRM-001’s cockpit. This shield will ignore physical objects in its way when deploying, anchoring them to the shield or lightly forcing them out of the way.
PRM-001 cannot move when the Riot Shield is activated. The shield takes one second to put up and ten seconds to take down, and during this time PRM-001’s Riot Shield Module is vulnerable to being destroyed. During operation, the Riot Shield Module is protected by an extended covering, but during the reconfiguration this covering has to be removed and folded as the module deploys or undeploys.
The PRM-001 Riot Shield is a one way permeable barrier, allowing movement away from PRM-001 but not towards him. Any physical object with less momentum than a train striking the barrier is rebounded with a burst of electricity that, for an ordinary secondary, would cause a second of disorientation.
Energy attacks will pass through the barrier in both directions, but will be reduced in efficacy unless they are electrical in nature. Attacks that bypass physical barriers are unaffected unless they rely on sight, in which case they will require additional effort on the part of the user.
If the Riot Shield Module is destroyed, PRM-001 cannot use the Riot Shield. If PRM-001 leaves the area due to the quantum signal teleportation system timing out, the Riot Shield ceases to function as soon as PRM-001 disappears.

Assists can't have more than half their stat points spent on one move. Also, Assists draw their Proficiencies from those that your character has purchased, like moves. You don't have to buy them separately for your assist.
I'll leave the rest to someone qualified to read over and approve moves Tongue
 [Image: Rnk00x5.gif] 
Confusedundoge: Credit & Hugs to Ruby for the sign, and to Guu for the smileys! Confusedundoge:

Hide your chicken nuggers, hide your heads, the Sundoge is coming and she'll hat everyone!
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
This signature is so overloaded...
Mako Surge: Tier 2 Power-Up

ATK: + 3
DEF: + 4
SPD: + 2
TEC: + 1

Mako energy is an energy source from Zack's home world, and as part of the process to turn him into a super soldier it was injected into his blood. The result gave him greatly enhanced strength and abilities. Now, after years of experience and training, he is able to manipulate that potent substance even further, and temporarily supercharge himself at the expense of his own energy. When he strengthens the Mako even further, all of his abilities are enhanced to a greater degree. When powering up the Mako to this level, a blue aura forms around him, though there are no other physical differences.
Stats adjusted for PRM-001
Bumping Z-Tech Wrist Blasters
Nealaphh
[spoiler]
(07-03-2016, 06:27 PM)Nealaphh Wrote: A Wash of Rose Petals (Requires Physical Proficiency, Area Shield Proficiency, Advanced Telekinesis, Basic Enhanced Senses, Time Manipulation) - 300 OM

Nealaphh swiftly envelopes its body in a thin barrier of telekinetic force and takes a defensive stance, focusing on all motion and thought taking place around him. It takes about two seconds for Nealaphh to prepare this stance, but once active, is able to deflect most if not all basic (unnamed) melee attacks targeted towards him by swatting the blows away with his shielded limbs. Since he has a full circle of awareness, he can reflexively block attacks even coming from behind him. Nealaphh also speeds up its perception of time while using this technique, so the number of attacks directed at him doesn't matter, so long as none of them are inherently faster than his body's actual ability to intercept.

Any attack that has more than a basic amount of force put behind it will breach the telekinetic envelope and cause the normal amount of damage that Nealaphh would have received if it hadn't prepared this move. It is inherently ineffective against ranged attacks. Since it is such an intensive use of Nealaphh's skills, he can only sustain this defensive stance for up to six seconds before needing to rest for a full minute. It cannot use Time Manipulation or Telekinesis during this time.

Does this require one to stand still to use? Does it require concentration or does it persist by itself after being cast? Can this be used with other moves?
[/spoiler]

Erik
[spoiler]
(07-05-2016, 12:47 AM)Erik Vrell Wrote: Horror Nova (Requires Ranged Proficiency, Area Attack Proficiency) (300)

(I've decided that the ring of horror isn't right for Erik, so I've opted to put it on the back-burner for a while. Thanks to Okor for the help.)

Erik collects his power for three seconds before throwing back his head and releasing a burst of violet energy. Any enemies caught in the blast will start to hallucinate a variety of horrors, dependant on the fears of the affected foe, as long as Erik maintains the nova. The hallucinations will continue to grow more vivid as long as enemies remain in the area of effect. The rate of which they grow realistic is dependant on the foe's TEC and their distance from Erik. The nova will be maintained as long as Erik concentrates. The hallucinations will quickly dissipate after the affected parties leave the nova. The hallucinations are just that: hallucinations. They cannot hurt or otherwise touch enemies, so a smart foe can bypass them entirely. This move is quite tiring to maintain. The nova has a radius of 5 metres.

How strong does this get at maximum? Also, how much is the difference between being say, right next to Erik vs. on the outer edge (i.e. how much longer would it take to reach full effect and/or would it be any less intense overall)? Is the fear effect purely a mental distraction, or is it some kind of a stun, or does it make them weaker or something? Can this be used while moving? Does it require concentration to maintain? Can this be used with other moves?
[/spoiler]

Jeanne: Someone else should be grabbing this relatively soon. I'd be too biased to give a fair judgement since I helped out in the creation process.


Scarecrow
[spoiler]
(07-06-2016, 06:18 PM)Scarecrow Wrote: Scarecrow's Scythe- 300 OM

Scarecrows scythe is just like a normal scythe. The scythe deals large amounts of damage but fatigues Scarecrow with repeated use. The scythe has a curved long wooden staff like handle and the blade at the top is curved so it can snatch, slash, chop, and disarm opponents. Scarecrow simply carries his scythe on his back and takes him 2 seconds to pull it out.

What's the size/dimensions on this, both the blade and the handle?

EDIT: With that added, you're good. Approved.

[/spoiler]

Seventeeeeeen
[spoiler]
(07-09-2016, 05:51 PM)Android 17 Wrote: Final Flash - Tier 1 Super Attack (600 OM)

Seventeen throws his hands apart with his fingers spread out and bent forward.  He proceeds to charge yellow ki (en0rgy) into his palms.  The energy builds up into two dense spheres that give off sparks of electricity and visible heat and light.  When he's ready, he draws his hands together in front of him.  After another final, tension-laden moment, he releases a concentrated beam of energy with devastating consequences for those silly enough to be hit.  Seventeen can opt to do this move quickly or slowly, and he can also shout the name of the attack.  Whatever theatrics he does, the attack's potent force remains the same.

What's the size on this? About how long does it take to charge? How fast does the beam move? What's the range, roughly? Can this be used while moving? How draining is this (SP obvs, but like in general).
[/spoiler]

Warren
[spoiler]
(07-09-2016, 06:21 PM)Warren Zimmer Wrote: Z-Tech Wrist Blasters 
Cost: 600 OM 
Requires: Ranged Proficiency,  and Physical Strength. 

This weapon was created by Warren Zimmer. Based off of the Wrist Blasters that he once had,  Warren's made some improvements to the design allowing them to function in this world. The wrist blasters pack a punch enough to concuss an opponent and perhaps knock them off balance. They are also built into both wrists,  so he can either fire a single charged shot... or shoot multiple weak rapid fire shots.  This weapon is something that cannot be stolen from Warren by anyone. It takes about a second for him to fire each shot.   It is a versatile weapon that is well suited to Warren Zimmer and adds some flair to his techniques. These travel at speeds of 40 MPH when fired from this weapon.


Z-Tech Energy Blast - Fire:  (300 OM,   Ranged Proficiency.) 

This is a variant of the typical energy blast that is fired from the wrists of his suit.  Unlike the typical energy blasts this possesses an elemental property namely that of the Element of Fire,  itself.   This technique is one of the ones Warren has come up to allow himself to defend himself in the new world he is in. It is a move that cannot be copied as it requires the wrist blasters in his suit.  The Z-Tech Fire Energy Blast is colored a mix of purple and reddish flames,  giving it an eerie and almost evil feel to the color of the fire he's shooting.  The fire blasts are about the size of a fist... each. They travel at relatively quick speeds of 40 MPH.

Blasters
  • What's the size of the blasts (both varieties)?
  • How long does the charged blast take to channel? What's the rate of fire on the weaker one?
  • What's the range?
  • How accurate are these at range?
  • Can either of these be used while moving?
  • Does the charge require concentration?
  • How draining is this?
  • When you say 'concuss', do you mean this inflicts a debuff or is that just a vague description of damage?
  • Can this be used with other moves?

Fire Blasts
  • How damaging is this?
  • What's the rate of fire and/or charge time?
  • What's the range?
  • How accurate are these?
  • Can these be used in motion?
  • Does creating the blast require concentration?
  • How draining is this?
  • Does the fire explode or debuff in any way?
  • Can this be used with other moves?

As a general note on both moves, either of these would be able to be copied via Mimic, due to Omniphysics. It doesn't matter that the person using it wouldn't have the launchers, they could just magick them up if needed. Also, Blasters wouldn't need Physical Strength if they're energy blasts used at range.
[/spoiler]

Carmelita
[spoiler]
(07-12-2016, 06:30 AM)Carmelita Wrote: PRM-001 (Lvl1 Assist, Area Shield, Debuff) (2700[1000+1000+400+300])

Attack: 1
Defence: 2
Speed: 1
Technique: 1

Police Riot Mech 001 is the first support mech of New Interpol’s armoured fleet. PRM-001 has no weapons attachments, but is a ten ton armoured walker with a large flat energy riot shield it can project in front of it. It is piloted by the joint efforts of Chip and the AI AL3X. PRM-001 consists of the cockpit, two articulated legs and the riot shield module deployed from the base of the cockpit. The colour scheme is black and gold with blue and red flashing lights.
PRM-001 is integrated into a quantum signal teleportation system from New Interpol, and can therefore be summoned by Carmelita. The quantum signal teleportation system is unstable but functional, allowing the Assist to be present for as long as Carmelita’s quantum beacon keeps its charge.

PRM-001 Riot Shield (Move, Area Shield, Debuff)

PRM-001 plants its feet and projects a 5m wide and 3m tall shield directly in front of it. This shield takes the form of a translucent blue plane of crackling energy, which is maintained by a large foot wide dish that is extended from a protective compartment below the PRM-001’s cockpit. This shield will ignore physical objects in its way when deploying, anchoring them to the shield or lightly forcing them out of the way.
PRM-001 cannot move when the Riot Shield is activated. The shield takes one second to put up and ten seconds to take down, and during this time PRM-001’s Riot Shield Module is vulnerable to being destroyed. During operation, the Riot Shield Module is protected by an extended covering, but during the reconfiguration this covering has to be removed and folded as the module deploys or undeploys.
The PRM-001 Riot Shield is a one way permeable barrier, allowing movement away from PRM-001 but not towards him. Any physical object with less momentum than a train striking the barrier is rebounded with a burst of electricity that, for an ordinary secondary, would cause a second of disorientation.
Energy attacks will pass through the barrier in both directions, but will be reduced in efficacy unless they are electrical in nature. Attacks that bypass physical barriers are unaffected unless they rely on sight, in which case they will require additional effort on the part of the user.
If the Riot Shield Module is destroyed, PRM-001 cannot use the Riot Shield. If PRM-001 leaves the area due to the quantum signal teleportation system timing out, the Riot Shield ceases to function as soon as PRM-001 disappears.

Are you sure you want this as an Assist? At the strength listed it reads like it might be better as a Super Move; you could summon it for a few seconds to block a Super Attack or a few strong regular attacks and it would vanish. I ask because as a regular move used by an Assist with a DEF of 2, it won't be able to stop a ton of damage before shattering. Also, as Amaterasu mentioned, Assists pull from your powers/profs so you don't need to buy them specifically for the Assist only.

If you'd genuinely want to keep it as an Assist and a Move rather than as a Super, then I have some more questions for you. I thought I'd ask this first, though.
[/spoiler]

Zack
[spoiler]
(07-12-2016, 05:24 PM)Zack Fair Wrote: Mako Surge: Tier 2 Power-Up

ATK: + 3
DEF: + 4
SPD: + 2
TEC: + 1

Mako energy is an energy source from Zack's home world, and as part of the process to turn him into a super soldier it was injected into his blood. The result gave him greatly enhanced strength and abilities. Now, after years of experience and training, he is able to manipulate that potent substance even further, and temporarily supercharge himself at the expense of his own energy. When he strengthens the Mako even further, all of his abilities are enhanced to a greater degree. When powering up the Mako to this level, a blue aura forms around him, though there are no other physical differences.

Looks perfect. Approved.
[/spoiler]
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

Z-Tech Wrist Blasters 
Cost: 600 OM 
Requires: Ranged Proficiency . 

This weapon was created by Warren Zimmer. Based off of the Wrist Blasters that he once had,  Warren's made some improvements to the design allowing them to function in this world. The wrist blasters pack a punch enough to concuss an opponent and perhaps knock them off balance. They are also built into both wrists,  so he can either fire a single charged shot... or shoot multiple weak rapid fire shots.  This weapon is something that cannot be stolen from Warren by anyone. It takes about a second for him to fire each shot.   It is a versatile weapon that is well suited to Warren Zimmer and adds some flair to his techniques. These travel at speeds of 40 MPH when fired from this weapon. The size of the blast  is about the size of a football.  The fact they concuss is because they do very low amounts of damage.  To be clear these don't debuff an opponent but do a pathetic amount of damage to them. This takes roughly 25 seconds to fully charge.  The rate of fire on the weaker ones is about 6 per every 5 seconds. 

These are very accurate.  The range is about 3-5 feet from him.   This can be used with other moves so long as he's using the blast one handed in which case he can forget about charging the move up.  This barely drains him at all and doesn't require much focus. All he does to do it is simply point both arms at an opponent and unleash the energy blasts which takes about 2 seconds to do. 

Z-Tech Energy Blast - Fire:  (300 OM,   Ranged Proficiency.) 

This is a variant of the typical energy blast that is fired from the wrists of his suit.  Unlike the typical energy blasts this possesses an elemental property namely that of the Element of Fire,  itself.   This technique is one of the ones Warren has come up to allow himself to defend himself in the new world he is in. 

The Z-Tech Fire Energy Blast is colored a mix of purple and reddish flames,  giving it an eerie and almost evil feel to the color of the fire he's shooting.  The fire blasts are about the size of a fist... each. They travel at relatively quick speeds of 40 MPH.The size of the blast  is about the size of a football.  The range is about 3-5 feet from him. While this requires about 20 seconds to charge up only one of these can be fired at a time. Creating the blast does in fact require his concentration,  and that means he can't use other moves while doing this.  These are pin point accurate and made so they can do precision attacks on the opponent. 

The fire doesn't explode nor does it debuff in any way,  shape or form. 
Definitely an assist. I'd want the effect to be longer than that necessitated by a super move. Originally it was going to be Def 5 but I had forgotten the inability for a tier 1 assist to have more than 2 in a stat...

If the shield is infeasible at this Def level, let me know and I'll save it for the tier 2 assist, and make a weaker prototype mech for the tier 1 assist.
Lava Gauntlets
Move OM Cost: 300
Required Proficiencies: Physical Strength (1000) 
Required Powers: None
Total cost: 1300

Lord Dominator can cause her gloves (or armoured gauntlets in armour mode) to become burning hot lava. This is a fairly standard attack power which takes little effort to maintain and modestly increases the damage that she is able to inflict with her fists. It takes three seconds to imbue her hands with lava. Whilst her hands are covered in lava, she is incapable of fine dexterity (such as typing on a computer, tying a knot or shuffling a deck of cards) and she can't choose NOT to burn things she touches - so passing someone a sandwich or grabbing a rope would be right out. The exception to that rule is her own armour, which is immune to the lava it generates. (If someone deflected a punch into herself, though, it would still hurt due to the momentum - just not the lava)
[Image: AwKNJPl.gif]

PvP FLAG: RED

Please message me before you attack my character or assault my base! Thanks!
300 OM - Parasol (Requires Physical Strength)

Yuuka's parasol, in addition to being able to fire bullets for her other moves, can feasibly be used as a bludgeoning weapon as well. While not supernaturally sturdy, it is a fair bit moreso than your average parasol only used for blocking the sun. Think something similar to a golf club in sturdiness, like it was made to take abuse. It's about two and a half feet long, pale pink in color, and far more effective at hitting people when closed than open. Usually she uses it in a blunt force trauma way, but technically she could also impale someone with the metal tip of it if she used enough force. Both of these damage methods feel equivalent to what they logically should feel like as being smacked or stabbed by a hard metal pole, taking into account the user's attack and target's defense.

Since she always has it in hand, her windup time before using it simply depends on her reaction time to what's going on around her. (So, not exactly lightning quick.) Naturally, it's a bit heavier than most parasols, but Yuuka herself doesn't even seem to notice this. She can get a bit winded after repeated use of it. However, Yuuka also gets winded walking at anything faster than three miles an hour, so this isn't exactly surprising and owes more to her low endurance than the attack itself.

Opened, it's very good at cutting UV rays and a nice way to avoid sunburn when in the garden. It also smells nice, much like many of Yuuka's things.
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Yuuka Kazami Wrote:Do you think Yuuka *aims* the Master Spark? No. She decides which half of the world she wants to fuck.
(07-15-2016, 01:30 PM)Warren Zimmer Wrote: Z-Tech Wrist Blasters 
Cost: 600 OM 
Requires: Ranged Proficiency . 

This weapon was created by Warren Zimmer. Based off of the Wrist Blasters that he once had,  Warren's made some improvements to the design allowing them to function in this world. The wrist blasters pack a punch enough to concuss an opponent and perhaps knock them off balance. They are also built into both wrists,  so he can either fire a single charged shot... or shoot multiple weak rapid fire shots.  This weapon is something that cannot be stolen from Warren by anyone. It takes about a second for him to fire each shot.   It is a versatile weapon that is well suited to Warren Zimmer and adds some flair to his techniques. These travel at speeds of 40 MPH when fired from this weapon. The size of the blast  is about the size of a football.  The fact they concuss is because they do very low amounts of damage.  To be clear these don't debuff an opponent but do a pathetic amount of damage to them. This takes roughly 25 seconds to fully charge.  The rate of fire on the weaker ones is about 6 per every 5 seconds. 

These are very accurate.  The range is about 3-5 feet from him.   This can be used with other moves so long as he's using the blast one handed in which case he can forget about charging the move up.  This barely drains him at all and doesn't require much focus. All he does to do it is simply point both arms at an opponent and unleash the energy blasts which takes about 2 seconds to do. 

Z-Tech Energy Blast - Fire:  (300 OM,   Ranged Proficiency.) 

This is a variant of the typical energy blast that is fired from the wrists of his suit.  Unlike the typical energy blasts this possesses an elemental property namely that of the Element of Fire,  itself.   This technique is one of the ones Warren has come up to allow himself to defend himself in the new world he is in. 

The Z-Tech Fire Energy Blast is colored a mix of purple and reddish flames,  giving it an eerie and almost evil feel to the color of the fire he's shooting.  The fire blasts are about the size of a fist... each. They travel at relatively quick speeds of 40 MPH.The size of the blast  is about the size of a football.  The range is about 3-5 feet from him. While this requires about 20 seconds to charge up only one of these can be fired at a time. Creating the blast does in fact require his concentration,  and that means he can't use other moves while doing this.  These are pin point accurate and made so they can do precision attacks on the opponent. 

The fire doesn't explode nor does it debuff in any way,  shape or form. 


Wrist Blasters: So these fire 6 at a time? And if it's not a debuff, is the concussive effect just like a split-second disorient effect or something then?

Fire Blasts: About how damaging are these in general terms? Can they be used while moving or does aiming require him to stand still? How draining is this on his stamina?


(07-15-2016, 04:36 PM)Carmelita Wrote: Definitely an assist. I'd want the effect to be longer than that necessitated by a super move. Originally it was going to be Def 5 but I had forgotten the inability for a tier 1 assist to have more than 2 in a stat...

If the shield is infeasible at this Def level, let me know and I'll save it for the tier 2 assist, and make a weaker prototype mech for the tier 1 assist.

For the hardiness you'd want, I'd advise getting a Tier-2. With a Tier-1 you'd get a much weaker shield that probably couldn't sustain a ton of damage without breaking and needing to be re-summoned.

(07-16-2016, 01:04 AM)Lord Dominator Wrote: Lava Gauntlets
Move OM Cost: 300
Required Proficiencies: Physical Strength (1000) 
Required Powers: None
Total cost: 1300

Lord Dominator can cause her gloves (or armoured gauntlets in armour mode) to become burning hot lava. This is a fairly standard attack power which takes little effort to maintain and modestly increases the damage that she is able to inflict with her fists. It takes three seconds to imbue her hands with lava. Whilst her hands are covered in lava, she is incapable of fine dexterity (such as typing on a computer, tying a knot or shuffling a deck of cards) and she can't choose NOT to burn things she touches - so passing someone a sandwich or grabbing a rope would be right out. The exception to that rule is her own armour, which is immune to the lava it generates. (If someone deflected a punch into herself, though, it would still hurt due to the momentum - just not the lava)

Can this be used while moving? How draining is this to maintain or how long does it last? Does the lava inflict any debuffs like debilitating burns or anything? Can this be used with other moves?  

Also, you wouldn't need to buy the proficiency again since you already have it. The move would just be 300.

(07-16-2016, 05:57 AM)Yuuka Kazami Wrote: 300 OM - Parasol (Requires Physical Strength)

Yuuka's parasol, in addition to being able to fire bullets for her other moves, can feasibly be used as a bludgeoning weapon as well. While not supernaturally sturdy, it is a fair bit moreso than your average parasol only used for blocking the sun. Think something similar to a golf club in sturdiness, like it was made to take abuse. It's about two and a half feet long, pale pink in color, and far more effective at hitting people when closed than open. Usually she uses it in a blunt force trauma way, but technically she could also impale someone with the metal tip of it if she used enough force. Both of these damage methods feel equivalent to what they logically should feel like as being smacked or stabbed by a hard metal pole, taking into account the user's attack and target's defense.

Since she always has it in hand, her windup time before using it simply depends on her reaction time to what's going on around her. (So, not exactly lightning quick.) Naturally, it's a bit heavier than most parasols, but Yuuka herself doesn't even seem to notice this. She can get a bit winded after repeated use of it. However, Yuuka also gets winded walking at anything faster than three miles an hour, so this isn't exactly surprising and owes more to her low endurance than the attack itself.

Opened, it's very good at cutting UV rays and a nice way to avoid sunburn when in the garden. It also smells nice, much like many of Yuuka's things.

Looks great. Approved!
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

Wrist Blasters: So these fire 6 at a time? And if it's not a debuff, is the concussive effect just like a split-second disorient effect or something then?

Fire Blasts: About how damaging are these in general terms? Can they be used while moving or does aiming require him to stand still? How draining is this on his stamina?

1. Yes. The weaker ones fire 6 at a time. The stronger ones 3 at a time. And the concussive effect is as you described it.

2. As for the Fire Blasts they can be used while moving. And not very draining. It would be like simply lifting a 1 pound weight for him.
Pokeballs (600, requires Telekinesis, Ranged Proficiency, Ranged Materialize Proficiency, Debuff Proficiency)

Pokeballs are a tool employed by Pokemon Trainers across the Pokemon world to catch, and later transport, Pokemon in handy containers, and are prominently displayed by trainers and across all sorts of merchandise - from round pillows to TVs, there's few things in the Pokemon world that don't sport the iconic red and white halves.

In the Omniverse, one can be summoned in ca. 3 seconds into Sabrina's direct vicinity (max 0,5 meters away from herself), floating with the aid of Telekinesis. She can then throw the Pokeball. As long as it remains within her Telekinesis field she can also manipulate it like most other objects.
A Pokeball's original purpose is to catch Pokemon, though in the Omniverse they can do so with anyone: if a functional Pokeball hits a living being's body other than Sabrina they get sucked into the Pokeball, which then seals and falls to the ground before twitching back and forth as its prisoner struggles to get out. For purposes of catching, someone's armor, clothes etc. counts as their body, but items such as one's weapon, shield etc. do not. Someone caught in it will break out again, breaking the Pokeball open and re-emerging in their original size. Breaking out takes 5-6 seconds after being caught, during which the being contained inside is immune to external influences and cannot attack, move etc. themselves. The exception to this are Super Moves, which can hit an opponent even inside the Pokeball, and the caught individual can still defend against one as always. After being successfully caught and breaking out a being is immune to being caught again for 1 minute.
While made of metal, a Pokeball's internal mechanisms are rather fragile, meaning that if they miss their mark and impact on a hard surface or if they get attacked their mechanisms will break (and thus become useless). If the mechanism breaks simultaneously to a valid "catch" target touching the Pokeball (such as them hitting it with a punch) the Pokeball will not catch them. As long as the mechanisms are not broken however a Pokeball remains a threat as Sabrina can still pick it up and throw it again, by hand or with Telekinesis.

Fluff Part 1: While all Pokeballs are functionally identical in the Omniverse Sabrina often picks out a different "type" which in her opinion is the best match for her target, such as a Dusk Ball or a Net Ball. The exception are Dark Balls that can only be used in certain situations.

Fluff Part 2: Sabrina can use Dark Balls to capture defeated Pokemon opponents permanently. This equates to being killed if they're a Prime (who will respawn as normal) or for them being killed if they're a Secondary owned by a Prime. Being captured turns that Pokemon into a Crypto-Pokemon that is unconditionally obediant to Sabrina and adjusts their strength to hers. Crypto-Pokemon have a minimally darker color-scheme than their normal counterparts and sport dark blue emotionless eyes.
NOTE: Crypto-Pokemon can be turned into Secondaries for Sabrina or into moves.
"(Note to self: insert quote & picture once I find stuff)"

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GOT A QUICK LITTLE FODDER THING I'D LIKE APPROVED and feel free to slap me if this is the wrong place for this i haven't done this before

Sack of Greater Holding (RP Fodder)
Requires... nothing, actually
A simple brownish pouch with a golden button keeping it shut, with "I shall bear the burden" written along its front in golden cursive. It's normally worn on a belt, specifically on Joline's lower back beneath where her current sword and shield should be on her back. While it only appears capable of holding one or maybe two very small objects, it can in reality hold up to two hundred pounds worth of just about anything, acting as a sort of item-dumping pocket dimension for Joline. In doing so, it weighs only two pounds, making it significantly more convenient than actually lugging around all that weight in just about any other container. This does not act as protection from theft, as anybody can access the pouch, though its unassuming nature and out-of-the-way location make it something not easy to search unless Joline is either dead, not conscious or not wearing it on her person.
(07-17-2016, 08:57 PM)Mark Wrote: Can this be used while moving? How draining is this to maintain or how long does it last? Does the lava inflict any debuffs like debilitating burns or anything? Can this be used with other moves?  

Yes it can be used whilst moving - she just covers her hands in lava. It doesn't seem to take any particular effort to do so or distract her in any way.

I thought the cost was covered by 'takes little energy to maintain'. It is not very draining; it is the most basic use of her abilities and something she can maintain for long periods of time with very little effort. It also doesn't do a great deal to boost her damage beyond normal.

The lava does not inflict any debuff other than damage with this move. (Canonically, there are other uses for lava in her powerset which would count as debuffs but this particular one is about as mild as Dominator's attacks get).

This is just a straight boost to her innate hand-to-hand abilities. Other punching moves apped later could benefit from it but at current there are no moves she has which it could be used with.
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