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Tier 1 Powered-Up Form (1000 OM)
Gear Second
Luffy amps up the blood flow in all or selected body parts in order to provide them with more oxygen and nutrients. His entire metabolic rate rises so high that sweat vaporizes rapidly, making his body appear as if it were steaming, and his skin turns a shiny pink hue from increased blood flow. In this form, Luffy gains a considerable boost in speed and strength. His attacks are performed faster than the speed of sound, resulting in a sonic boom upon execution. Luffy applies "Jet" to his techniques to further emphasize this.
Base Stats
• ATK: 5
• DEF: 2
• SPD: 2
• TEC: 1
Gear Second Stats
ATK: 6
DEF: 1
SPD: 6
TEC: 2
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Vitruvius Wrote:I edited the description for Manji Ryu. OOC explanation, they're fight stances utilizing the Burst Movement, Super Jump and Master Acrobat powers as a means of quick reparte. Like in the games when Yoshimitsu sits down, he disappears and reappears for an attack. If he's on his stilts, he walks toward the enemy and can go into a vaulting kick and slam back down with the sword. He'll jump and come crashing down. Or he spins out of the way of an attack for a counter. I'm using it as a spring board for the rest of his move set from the games. But the caveat is most of his stance moves cause some sort of damage to him for...whatever reason. I'm giving the reason that it pushes the body beyond human limits so it causes some wounding.
(600) Manji Ryu (Burst Movement, Super Jumping, Master Acrobat)
The most curious style seen but never duplicated, the Manji Ryu trains its extents to master their physical abilities to perform outrageous nonsensical moves. In a flash, Yoshimitsu can use his katana as stilts, standing on them as a different fighting stance that leads into various attacks. He can jump to inhuman heights, spinning his blade like a helicopter and come slamming down with a cutting arc that has been known to slice through anything. Yoshimitsu will take a lotus sitting stance before leaping or dashing at enemies. Each position he takes make for leading into attacks the enemy wouldn't see coming. Often used as a distraction before dealing a blow. The quick movement, the jumping and the flips, turns and twists are the true crux of the martial art style. the warrior moving so quickly they appear to be teleporting or flashing out of nowhere before the blow lands. Of course the downfall of all Manji Ryu techniques is the caveat that if performed in quick succession or for prolonged amounts of time, the fighter's body will take damage. Spinning to dodge or attack will inflict pain, slowing the descent or speeding up the ascent by twirling the blade will cause wounding or walking on the katana will drain health. The style is wildly unpredictable and effective, but losing health makes every battle a race to see who gets cut down first, Yoshimitsu by his own hands or the enemy. The 'appear to be teleporting' thing sort of depends on your speed, as explained above. You'll need to remove it unless he's got really high SPD.
I'm gonna break it down as I see it. Spinning to attack (overhead or otherwise). Slowing your descent by using the blade like a helicopter. Able to go from sitting to attacking instantaneously as a confusion/distraction tactic. Using katanas as stilts. Other general spinning. All of the above hurts the user but makes it more effective.
A lot of this is fluff and could probably be done with just the requisite powers, but obviously you wanna make it into a more effective thing by adding the downside so let's say ... 900 OM for the bunch.
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Yogsothian Blade (600) (Requires Area Shield Proficiency, Bodypart Yogsothoth) - Desco summons this weapon by opening up one of Yogsothoth's tentacles creating a dark portal in its mouth from which the blade materializes and floats down to her hand. This is a purple and red blade with light purple and red markings that is 6 foot long altogether, a little over a foot and a half longer than Desco is tall with the blades themselves at a little less than 4 feet. The hilt in total is about 3 feet wide and the sword blade is made of two half foot blades that are sharp on all edges slightly separated from each-other, but shaped so that the outside edge is shaped as if the two blades were one. One side of the hilt has two eyes made to resemble Yogsothoth's front while the other has a red mass as Yog also does with one eye and below the hilt on the handle there is an eye on both sides.
This is a powerful heavy (though for Desco's enormous strength isn't so heavy) weapon however its power is offset by this disproportionally large size making it difficult for Desco to strike someone that is within a couple feet of her body with the sword. She can use the weapon to protect her body from attacks where its size comes in handy as it can cover most of her body on one side when held in the right position. However, the separation between the blades can allow energy attacks that envelop what they hit to move through resulting in only a partial block.
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Gomu Gomu Rifle
(Required: Elasticity)
Luffy twists his arm around as he stretches it behind him, then snaps it back and slams his fist into the opponent at close range whilst uncoiling. This drill effect adds penetrating force while massively increasing the velocity of the punch, but requires a bit more prep time than his other moves.
Gomu Gomu Rocket
(Required: Elasticity, Super Jumping)
Luffy's main method of traveling long distances quickly. He stretches one or both arms and grabs a handhold, then retracts them, projecting himself high into the air at tremendous speed, over great distances, or even into an opponent with gut-wrenching impact. However, he cannot alter his trajectory once airborne, which can quite literally land him into trouble.
I assume these shall both cost 300 OM.
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Nyeseth Wrote:Flash Strike – 300 OM (Physical Strength, Burst Movement)
Nyeseth uses his burst movement to speed himself up in bursts of movement. While doing this, he either closes in on his opponent or moves around them if already in close proximity. After reaching a close proximity, Nyeseth strikes the opponent each time he uses his burst movement around them, striking them up to ten times.
This move can be interrupted by anyone who can match his speed. Approved at 300. In future just post the new version, easier for me to find. :effort:
Knight Artorias Wrote:Posting these for the future, when the time comes to buy them. (And I get enough OM, of course. Heh.)
Abyss Greatshield -- 600 OM (Requires: Physical Strength, Area Shield Proficiency)
This shield is absolutely massive, nearly matching its wielder in height yet again. When crouched in a combat stance, the shield can cover nearly his entire body from at least the front. Once bearing powerful magic to match the Abysswalker's greatsword, it warded off all manner of magical poisons and curses, but is now merely a scorched, scarred and blackened shadow of its former self. Still a well-made and sturdy shield, it offers excellent defenses against both physical and magical attack, and at need can even be used as a bludgeon to knock foes back that may be too close for his greatsword. While a powerful defensive implement, it is also exceptionally heavy and unwieldy, and restricts movement when actively being wielded, and the shock of blows deflected by it are still transferred to Artorias himself, so enough blows -- or a particularly powerful one -- could easily knock the shield aside or stagger him, knocking his balance astray and leaving him vulnerable. It begs the question, since your roster doesn't say, how tall is Artorias?  It'll be fine at 600 but I need that deet.
Quote:Feral Smash -- 300 OM (Requires: Physical Strength, Area Attack Proficiency)
Hefting his greatsword overhead, Artorias funnels the dark power of the Abyss through it, coating it in a writhing cloud of shadow, taking approximately three seconds. He then charges at his target, bringing down the blade and producing an explosion of darkness around the point of impact.
Approved at 300.
Quote:Wrath of the Abyss -- 300 OM (Requires: Area Attack Proficiency, Ranged Proficiency)
Artorias plants his blade into the ground, beginning to gather dark magic and power from the Abyss into a swirling aura of shadow and foul, purple magic around him. After approximately five seconds of charging, Artorias lets out a savage howl, releasing the gathered energy in a brief, but powerful explosion, reaching roughly three meters outward, and nearly twice that straight upward.
Approved at 300.
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Chill dude: (300) (Requires Telepathy)
Basically weak variation of Horror of my Mind.
The user of this move can project an impression of peace and tranquility, calmness and relaxation to the mind of any 1 person they can maintain eye contact with for 2 or more seconds. If eye contact is broken the target will not continue to receive the mental impression and has a chance to start reverting to their previous state of mind.
Requires the user's tech is equal or higher then their target's.
Target can't be in the middle of an insane rage like a beserker.
User has to focus on it it a moderate level, leaving them unable to focus on or pay attention to anything else.
User also has to relive the experiance slightly, thus making them too relaxed to fight properly for a while.
This is mostly designed as a RP move.
Sometimes the difference between Good and Evil is who is passing judgement.
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Air Slash (Ranged Prof, Super Jumping) - 300 OM
When Prinny uses this, he jumps into the air, and begins slashing as normal, however it creates blades of wind that fly at an angle towards his opponent. This move is extremely hard to aim, and he remains in the air as he uses this, he is unable to move while using this attack, but if he stops he will begin fall and he can use this time to turn and start attacking again.
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Explosive Death: To Prinny's great dismay, upon death, he will explode. This explosion is fairly small, and only 6 meters. He normally would also explode simply by being thrown, however, thanks to the scarf for fully given to him by Demon Lord Etna, he is able to survive being thrown, but will stay explode if he takes enough damage to die. (300 OM)
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Suppppperrrrr Moveeeeee
Mega Bomb - Bomb Man appears and does what he does best: Bring down the city. After a twenty-second charge, the android releases a massive bomb that does incredible destruction over a large area (several city blocks? Give me an upper limit if you can). Survivors are left momentarily stunned by the blast, and what remains of the terrain is often on fire. Proto Man may move within a five foot radius of Bomb Man to defend him from damage that would stall the attack. Bomb Man generates a momentary shield to prevent Proto Man from being murder-killed and then returns to whence he came.
(Tier 2 Super Attack - Ranged Attack Proficiency, Area Attack Proficiency, Debuff Proficiency)
![[Image: proto.jpg]](http://epiqz.com/omni/proto.jpg)
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Desco Wrote:Upgrade for my imminent purchase, 0 OM cost? Bolded parts that have changed. I assume this is 0 OM because Yogsothoth is still a part of Desco's body and attacks that strike him are the same as hitting her main body.
Bodypart Yogsothoth (600) (Requires Remote Control Proficiency, Ranged Proficiency, Physical Strength, Malleability) - Desco exists as two parts which are inherently one. There is her small, little demon girl body and the tentacled monstrosity that usually floats behind her, referred to as Yogsothoth. While always physically separate from Desco, Yogsothoth is as much a part of her body as her arms or legs. Hurting Yogsothoth is the same as damaging Desco's arm or any other part of her body. Yogsothoth can move independently from Desco, consciously or unconsciously, and his tentacles are Desco's main weapons opening up as mouths, the edges where the tentacles open where the light and dark purples on her body meet making them jagged and are also razor sharp. They can also be used as bludgeoning weapons, slapping enemies instead of biting. Desco does not normally exhibit elastic properties except for her tail, she just can't do it, but Yog's many tentacles do stretch far and wide to attack, up close or at a fair distance away, up to 20 feet. Desco typically uses only the top two tentacles for any attack. (Consider that to stretch out and increase in size they draw in mass from the rest of of Yog, to follow the restrictions of Malleability)
Levitate (+300) - Yogsothoth can be summoned or dismissed at will, taking a few seconds to materialize. Yog is summoned in some position immediately next to Desco. While he is directly behind Desco she can float and move a few feet above the ground with only slightly more effort than walking or running, though Desco is typically pretty slow. Yogsothoth can even be, and often is, summoned through unconscious instinct.
Instinct (+300) (Requires Area Shield Proficiency) - Guided mostly through instinct, Yog watches through the many yellow eyes all over Desco's body, which Desco herself can't see through even to react to another's presence, and with that nearly 360 degree vision he can see most things coming and instinctively attempt to block though this is less speedy or effective than blocking consciously. When Yogsothoth blocks for Desco, consciously or by instinct, his skin hardens and Desco takes less damage as long as the block is successful.
There no strict distance where Yog cannot go away from Desco, however as Desco cannot see through the yellow eyes consciously she has no way to effectively tell Yog what to do when not in visual range, and Yog doesn't actually have a mind of his own. Without direction he simply fades out and back to Desco. Typically when he isn't just unsummoned, Yog rarely leaves Desco's side except for specific super moves. Okay, approved. No charge.
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Advanced Electrical Pulse Generation - 1200 M (Requires Ranged Proficiency) (Requires Ranged Materialize Proficiency) (Requires Area Attack Proficiency)
By collapsing magnetic fields on top of themselves, an advanced magnetokinetic is capable of generating electrokinetic pulses and blasts from any point around their body, but it should really be half a meter to two meters away depending on the direction it fires. These high powered blasts form a sort of fold in the air as they are generated in around half a second, then they are let loose which allows one to easily fire multiple blasts. Depending on whether or not you want to temporarily triple your attack, you can fire only one, super high powered, super heated bolt of electricity that forms in the lower atmosphere before bolting down to the Earth towards your target like a bolt of lightning.
The small blasts aren't hard to create, but the lightning bolt is extremely taxing and leaves the user drained unless you have absorbed a significant amount of electricity.
The pulses are something entirely different though they form the same way, but form within range of an opponent and far enough away that they won't harm the user. Only one pulse can be made at a time due to the sheer force they possess. In a massive expulsion of kinetic and electrical energies, the 'grenade' formed explodes and devastates everything within a ten meter radius. This is an extremely powerful move that must be used carefully, lest you rip yourself apart. A more advanced version pulls in things via magnetism before condensing them into small nails and them exploding outwards, the shrapnel going past a distance of thirty meters until the kinetic energy in them runs out. That means you gotta be quite the distance away.
Both of these moves are taxing, extremely so. The advanced version is in fact so taxing it practically leaves its user powerless.
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Let's get that bad taste out of our mouths, huh?
Soul Charge (300 OM)
Yoshimitsu focuses his mystical Manji Jutsu and imbues his attacks with charged energy. A normal slash explodes in glorious flames, driving the attack with added power. However it's not limited to just his sword, a kick would be engulfed in heat, slamming an even more punishing blow. Even his Sashimono is capable of igniting, signifying the explosion of energy from his focus. It takes a short mantra (five seconds of "holyshitpleasework") for Yoshimitsu to double the power of his attacks, blowing through his targets if they're unprepared for the heavy attack.
Soul Counter (300 OM)
Another case of Yoshimitsu focusing his concentration on battle. While not as explosive and grandiose as the Soul Charge, Soul Counter is no less deadly. Waiting for the precise moment or simply reading his enemy, Yoshimitsu can strike through their attack. Either negating the original attack or furiously deflecting it, Yoshimitsu opens up opportunity for counter measures, whether he means to strike or use a tactical retreat.
Finger Bang! (Tier 1 Offensive) (Requires Area Attack Proficiency) - 600 OM
Using his left arm, which happens to be mechanical prosthetic, Yoshimitsu begins one of his more powerful attacks His arm rotates from shoulder, bicep, forearm to hand, ending with his index finger, all winding around and gathering kinetic energy. Once enough energy is generated, Yoshimitsu releases it in the form an explosive outburst. It's short range, but creates enough force to blow anyone away within three feet of the blast. Often used as a finisher, Yoshimitsu saves this as a flashy way to execute his enemies.
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Kaen Pyron Wrote:Rift Edge (Requires Ranged Proficiency, Area Attack Proficiency) -300 OM- Pyron steps back and sheathes his katana. He charges the attack for a 3 seconds before quickly drawing and re-sheathing. The speed of the attack creates a 1-meter diameter spherical dimensional rift up to 5 meters away and can hit multiple people. It deals damage as if the defender were to be hit with Pyron's katana. At a glance it appears to be a sphere of darkness, but upon a closer look, one can see that it actually appears to be swirling, much like one of those smoke balls. Can only be used once per round. Cannot be used while moving. Original Move: Judgement Cut. I'm just giving it measurements and some description.
Looks fine, approved at 300.
Atelos Wrote:Aura Swords-300
Atelos' permanent aura manifests physically, forming three swords following his commands as if they were controlled by limbs. They cannot extend further than if were held by an arm but has the flexibility to move around his entire body at will. They are not very strong but they are very quick. Does not have any elemental attributions. Approved at 300. The writing was a little odd so I took the liberty of clarifying it a bit.
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Hades Punch(300 OM)
Atelos' flames gather into one fist and punches through a target, piercing armor. Requires a long wind-up and can be stopped by harming Atelos. Wind up take approximately five seconds of drawing his arm back. Requires Atelos to be directly in front of target. If he misses he stumbles and must gather himself for another several seconds.
Hades Inferno (300 OM, Debuff proficiency)
Atelos grabs his target by a limb and his white flames transfer from his hands to the opponents limb. It gives the opponent great pain and hinders his ability to move that limb. It does not cause any physical damage. The flames spiral around the target area and after the opponents next turn the flames slither back to Atelos. Can only be used on one limb and the depleted flames weakens his other attacks. (If in use, cannot use Hades Punch)
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Blizzard (300 OM, Requires: Ranged Proficiency, Area Attack)
Snow sends a pulse of magical energy from his l'Cie brand into one of his hands, forming an orb of cold magic about the size of a softball. Throwing it results in an explosion of sub-zero air and ice, three meters in diameter. It unleashes no significant pressure, but can still cause enemies to recoil from the burst of extreme cold. The entire process for forming and winding up this attack takes about half a second, but cannot be used more than six times in succession before needing to recover for several seconds.
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Hades Hands (300 OM)
Atelos' hands glow with intense flames and they slowly morph into two Fire Xiphos(Swords) . They cannot be used if not in Hades Form. They take ten seconds to fully form and will dissipate and must be reformed if knocked away from Atelos' hands.
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Lightsaber (300 OM)- A sword-like weapon with a chrome hilt and a pale blue plasma blade. Has all of the uses of a standard sword. Due to the nature of the blade, it can also burn through some materials.
Force push (300 OM)- Instantly projects an invisible wave of energy from Gherron's hand, pushing everything away from the front of the blast for five meters. At point-blank range, the effect is somewhat like getting slammed in the chest by a force of thirty pounds, while at its farthest range only disorients or staggers the opponent.
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Blizzara (300 OM, requires: Area Attack Proficiency, Ranged Proficiency)
Snow sends a pulse of magical energy from his l'Cie brand into one of his hands, forming an orb of cold magic about the size of a softball. By charging the orb with further magical energy for a couple of seconds more, the orb grows larger and more concentrated before being thrown. On impact, the ball explodes into a flurry of thick ice, covering an area of about three meters in diameter. Unlike the weaker form of this spell, this move can cause notable knockback on opponents caught in the core of this blast.
Ice Bardiche (300 OM, requires: Area Attack Proficiency)
Snow obtains a random stick or rod, then gathers a large amount of magical energy in his l'Cie brand. After about 5 seconds of charging, Snow unleashes that magic upon the rod he got, forming a layer of icy magic that weaves itself into a massive polearm. The weapon is about 10 feet in length, with a 'blade' 3 feet in length and just over a foot in depth. With this, Snow can perform huge swings with great range and power, but becomes practically immobile while using it because of the strength and footing needed to tote the bardiche. After about three heavy blows upon the weapon, it will shatter. Snow cannot use this move more than once in a battle.
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Tier 2 Power Up - System Overclock
An upgrade that aims at overclocking Proto Man's existing system specifications. Unlike the previous system upgrade, this modifies our heroes' entire physique in a flash of light, giving him the appearance of an overly athletic adolescent and the snark to go along with it. Once his systems reach a specific heat threshold (SP runs out), Proto Man must revert to his previous settings, which he does in the same flash of light. Proto Man may also decide to stop overclocking his systems if he so desires.
ATK: +5
DEF: +1
SPD: +1
TEC: +3
![[Image: proto.jpg]](http://epiqz.com/omni/proto.jpg)
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The Chosen Undead Wrote:Dragon Slayer's Greatbow (300 OM) Requires Ranged Proficiency
One of the few ranged weapons that the Chosen Undead wielded during his time in Lordran. This massive greatbow is well deserving of its name, being a good foot taller than the undead himself, it launches what seems more like short spears or small lances that hit with incredible destructive force. Likely the closest to a rocket launcher that a simple bow could ever reach, the weapon nonetheless has significant drawbacks in addition to the incredible force of the arrows it launches. Thanks to the bows unwieldy size, weight, and the sheer force it launches things, it will send the user skidding backwards. Any attempt to fire this while not in a stable, standing position will end with the user actually falling backwards, and the arrow likely going nowhere near its intended target, and firing with one's back to a ledge is an obvious problem. In addition, its size and composition gives it an incredible drawstrength, it requires a herculean effort to actually pull the string back. As a result, it's not the choice for rapid fire, and instead, every single arrow requires a ponderous, slow effort of pulling the string back, before one can then aim, and fire. It is very slow on the draw, and if the Chosen Undead doesn't have a significant distance between his opponents, it's unlikely he'll get more than one shot in, if even that. Cool. Approved at 300.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
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