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Official Move Approval IV
Wrote these a LONG time ago, probably time for me to actually submit them.


Resolute Brigade (600 OM variable)- area attack proficiency and debuff

The initial move begins by having a bullet-like deployment launched toward the enemy, it originally charges as a small weak energy orb (that is, upon and after impact the energy sort of dissipates as the initial deployment and impact has been fulfilled) much like a paintball, and will provide a kind of strong ‘stun’ but no real lethal physical damage. As many as seven are created in a round without a rest. Only one can be wielded at a time, however the speed that the energy orbs can be initiated and deployed can take as little as 8 seconds (to charge) and can be ‘thrown’ or launched in an enemy’s direction at decent speed from her palm.

When activated, this move can prove to be a long range distraction; as it is able to be fired from a distance of at most twenty yards. The user will hold the small orb that hovers above her fingertips, take aim, and launch them with a flick of the wrist, in a spiraled motion. The sphere of energy about the size of a tennis ball revolves itself in a propelling motion, the route it takes to get there is direct, and spirals swiftly to the targeted enemy.

The small orbs of energy can be charged while moving (but if the utmost accuracy is desired, precise focus would be required to initiate the attack). This move can just be used mainly as a distraction/ disorientation (stormtrooper style), as it is not a lethal move for the amount of small objects to be aware of and keenly predict at one time can be chaotic.

The underlying effect the orb has after it hits an enemy and makes contact (using Debuff Proficiency), would optimally slow down the impacted with a wave of “lethargy” that lasts for up to 30 seconds which would cause the foe to stagnate in their place.
(Please note that the effect is lethargy and stagnation though the effect is meant to be one in the same).

Size of original orb: 2 inch radius

Small and light but quick through the air, feels like a solid mass upon impact. The numerical value of use, if more are used, more energy is emitted will result in more of a drain on her energy. The orbs have one function, to go ‘forward’ and hit the enemy.

If this bullet-like energy ball does not impact upon a foe directly (ie misses or falls short), but hits the ground within range of a foe -2 feet of impact- that the energy ball has erupted into the ground (imagine a grenade), a wave of energy is emitted from the orb which causes a wave of dizziness that can last for up to 10 seconds.




T2 Super Move Obsidian

(Main point)- Spherical ball of energy that appears at the user’s fingertips and is conjured under attack scenarios. Most effective on organic, biotic matter.

(viewed as opponent) Standing in fear as a ball of death that increases with size as it was charged in the enemy’s palm, the physical straining on its user shows in her expression, weighing her down. How much did it weigh? Tens? Hundreds? The gravel at her feet began to sink, loosen and condense around her toe. The aura emanating begins to oscillate, the sphere began to revolve in her hand. It grew not only in size but in power, how long would she remain vigilant to charge? Wait- now she is defenseless, and my opportunity to strike is before the mass is released. The threatening depths of darkness that was inside the orb spiraled as though it were a great void and a black hole.

This attack would be powerful, as it grew in size, it would take out all in it’s path (ie diameter of up five feet if full potential reached in super move). But the attack was slow to use, as the charge time, as vicious and intimidating the move might be, still took a decent amount of time.

(If move did not reach full succession, like say, the opponent charged, it could be used close range or launched prematurely)

Because it is heavy for the user, and causes a physical strain, it is dense and could be compared to shot put. As far as aiming, one can aim straight, but it is more difficult of a heft than to aim because of the colossal size.

User must be stationary when charging. Most- if any movement (limits more during final stages of charge) would be around a foot, to dodge, however balance is essential because of heft. Focus is required however immensely on charge, ‘fire and forget may apply).

Affects, though it is an energy drain, can be tiring, however it doesn’t last long and can be less essential in battle.

It looks like a spinning black orb of death, surrounded by a small light. It is preformed when the user takes a strong stance, with balanced and extended bracing in the legs, and a straight core posture.

->Suddenly, after a charge of seven seconds, like a cannon of energy is released and there is a recoil the posture of her arms. It launches. The speed was immense despite the laze that might be expected from the size and sheer power. It spiraled straight for the target, there was no curve or angular deduction, it was sheer perfection- and with plenty of time to charge, it is imaginable as to why.

The black fire crushes the enemy upon impact, the heat could be felt, boiling the armor on the enemy, and making it easier to break. The immediate crash was immense, the rolling sphere plowed into its target pushing them into a nearby wall.
However as the effects of the sphere lessened and dissipated, it was evident that the oscillation and momentum (which revolve in somewhat contrasting circulation, creating increased amounts of abrasion, for a maximum effect on the enemy), of the move had crushed its target before it had hit the wall had broken around the mass with the force of its impact.
[Image: mqdefault.jpg]
Since Warren doesn't have a Tier 1 Super Move:

Name of Move:  Dark Matter Foot Bomb
Price of Move: 600
Proficiencies Required:  Ranged Proficiency,  Area Attack Proficiency.
Description of Move:  Creating a football made out of darkness that packs quite an explosive punch to it,  within seven seconds Warren will rush towards an enemy with his super speed before throwing the football which will spiral perfectly through the air,  and smack down right near an enemy where said explosive will go off. This is a super move,  a Tier 1.  Once the seven seconds are done,  the throw is done.  Should the move somehow be deflected it cannot be used again for the duration of the thread.   This move has a range of 25 meters from him.  It is very exhausting for him to use,  and can only be done once per battle due to that. The explosion spreads out from the 'football'  but does more damage towards the center.  
Ki Field - A translucent sphere of green energy surrounds Seventeen. The field is a complete sphere about a foot away from Seventeen's body. Once the shield has been summoned, he can no longer move. Moving with the field open is too taxing, so he doesn't do that. The field will absorb/deflect a handful of low/middle-strength ranged attacks (bullets, blasts, whatnt), and it can dilute a powerful, non-Super attack before failing. Because the field isn't perfect, Seventeen often uses it just to 'shrug' off a quick flurry of oncoming attacks or if he has no other means to deal with a powerful blast. That... and it has a secret. If the field is broken by a physical attack (be it a punch, kick, tail, horn, whatever), it will explode outward with a powerful hit. A 'popped' field will be unable to reformed (ie - used again) for a few minutes, but it's worth the surprise factor. (600 OM -- Requires Area Shield and Area Attack)

Ki Field (Tier 1 Super Defense) - Same description as the above (minus the attack part) but used solely to absorb/deflect a T1 Super Attack.
Dual knives (600 variable) (requires Ranged and Physical Strength Profs.)
Chara holsters her Chefs knife and holds her hands out for about five seconds to summon and they are quite tiring to use but she can charge her swords for a stronger slash that takes 10 seconds of uninterrupted charging but she may move but in only slight movements though the swords can somehow float on there own they will disappear after 5 seconds of being out of Chara's grasp or if the blade is broken though it takes some force to break it.
                                            [Image: tenor.gif?itemid=10243242]
"While shooting concentrate your mind, gently muttering the spell to the Mini-Hakkero. Aiming at someone you don't like, a magicannon of love will be unleashed!"
I included all of my power suggestions for CV in a comic for visual adaption, if you guys don't mind. My plan is 300 OM for the first four, 600 for the Tier 1, 800 for Tier 2, and 1000 for the Tier 3. This is just for future reference and I don't intend on buying any of them right away.

.png   Pixton_Comic_CV_s_Powers_by_Essention.png (Size: 119.3 KB / Downloads: 213)
[Image: BAPK5tx.png]
Bumping Dark Matter Footbomb. Also.

Name of Move:  Particle Beam Rifle (Weapon)  
Price of Move:600
Proficiencies Required:  Ranged Proficiency,   Area Effect Proficiency. 
Description of Move:  


[Image: PAwXAE3hjB3UtqOMpwWBCw1im8A_2aUT_sV58b50...5BssDPOfqt]
Drawing the particle beam rifle constructed at Fort Zimmer out of the holster across his back,  Warren will say. “You’ve done it now. I’m no longer holding back.”  There are two ways that he can use the particle beam. First he can use barrage mode which shoots a burst of low intensity pathetic damage shots at an opponent,  that don’t require but 2 seconds to charge up. The second is he more dangerous of the two.  This is called “Vaporize”  mode and shoots a high intensity 3 foot by 6 foot diameter blast at the opponent. It has an effective range of 70 meters. 
The low intensity mode has 15 shots before the power cell needs to be swapped out which takes about two seconds. Using ‘Vaporize’ mode consumes all of that power in a single shot requiring the power cell to be almost instantly changed out.  This is somewhat taxing on him and so he doesn't often rely on it.


Name of Move:   Death Sphere 

Price of Move:  300 OM 

Proficiencies Required:  Ranged Proficiency,  Area Attack Proficiency. 

Description of Move:   Gathering up the energies of dark magic,   Warren will create a sphere of energy about the size of a mini van.  This orb is colored black and purple. When it is made it hovers in the air above him.   



[Image: latest?cb=20110830112614]



But when he snaps his fingers the orb will lower onto the battlefield up to 30 feet away,  and detonate doing a moderate amount of damage to anyone who is actually caught in the blast of the move. The blast is about ten feet across, and fairly compact, without much effect beyond the ten foot zone.This move does have multiple disadvantages.  One of these is that it cannot distinguish between Friend or Foe.  Anyone who is in the area when this blast goes off will be hit by it unless they can somehow protect themselves from it.  This move takes him about 15 seconds to make and 5 seconds to prime the attack before he can actually utilize it.  It cannot be done without the Chaotic Quarter-Spear Staff being in his other hand. 


Due to the amount of energy this uses,  Warren will not often use this move unless he is in a dire situation or outnumbered. 




Name:  Chaotic Quarter-Spear Staff (Weapon) 

 [Image: latest?cb=20100803144623]

Price: 900 OM

Proficiencies Required:  Ranged Proficiency,  Area Attack Proficiency,  Physical Strength Proficiency. 

Description of Move:   A quarterstaff that was found by Warren in Camelot.  This staff doubles as a spear but also has another function to it.  The staff has been outfitted with Magitechnology that allows it to shoot bursts of purple energy that do a moderate amount of damage.  The staff  is able of course to be summoned whenever Warren needs it.  It takes 5 seconds to switch ‘modes’ of the staff.  The spear mode is capable of being used for melee combat,  or thrown at an opponent. The blasts don’t drain much energy but they are not very accurate.


This spear is about 20 centimeters in length. It can be thrown 20 meters.
I now have area attack proficiency! (Wow that was quick!) As a result I would like to improve Kamehameha as follows:

Goku’s signature technique and the primary technique of the Turtle Hermit School of Martial Arts. Goku takes a firm stance, unable to move (though he can stay still or fall in the air if he was flying) and chants the name of the technique whilst gathering his energy. When he unleashes the attack, a bright blue beam of power streaks towards his opponent at about the speed of an arrow. This technique is pretty draining – especially if it is charged to create a larger beam which does more damage. The minimum amount of time it takes to use is 1 second (which would be little more powerful than a punch) but it can be charged for up to 30 seconds for much more impressive results (although this would also use all of Goku's energy and render him completely exhausted). The beam is approximately 1 foot in diameter for every second spent charging and when it hits something explodes in approximately twice that radius. The beam will keep going until it hits something or it is no longer being maintained by Goku which does require concentration and energy (making its 'long range' something of a weakness if it fails to hit its initial target as it takes a split second to cancel and can easily hit an unintended target!) however its effective range is markedly less - Goku is accurate out to approximately 50 meters for every point of TEC. At present the technique goes only in a straight line (a 'bending' kamehameha is a likely variant in future and will require remote control proficiency). It cannot be used with other moves.
[Image: x1oIYhu.jpg]
(07-05-2016, 01:30 AM)Jeanne d Wrote:
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).

Bumpity bumpity bump #2.
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
Yea, I don't know -- those things all sort of revolve around Jeanne forcing her will onto others. I'm not sure if that's even something we permit people to do under the system.

I think you're probably looking at:
Quote:It is also possible to use this offensively by sending unwanted or distracting thoughts and images to an opponent during a fight.

But I think the applications you have above are a little bit more nuanced and powerful than just trying to give someone a headache.

Quote:With moves you may create advanced applications of telepathy such as tricking opponents or making them believe certain things. These should be balanced like all moves and their effectiveness should be based on your TEC versus your opponent's. Applications of Telepathy do not necessarily require the Homing Proficiency, but as with those kinds of moves if they cannot be dodged they should either be relatively weak, or there should be ways of countering them like any other move.

I think maybe we can file these things under 'making them believe certain things,' but I don't think this is balanced enough to merit the strength of the attack, especially since I don't see anything about time limits or resistance/fighting back or whatnot.

Advanced applications of Telepathy is a very gray area that we don't have much precedent with outside of 'get lots of TEC I guess.' The last person to want to develop stuff like this was Sarah Kerrigan and she's gone.
Bumping the following.

Quote:Name of Move:  Dark Matter Foot Bomb 
Price of Move: 600
Proficiencies Required:  Ranged Proficiency,  Area Attack Proficiency. 
Description of Move:  Creating a football made out of darkness that packs quite an explosive punch to it,  within seven seconds Warren will rush towards an enemy with his super speed before throwing the football which will spiral perfectly through the air,  and smack down right near an enemy where said explosive will go off. This is a super move,  a Tier 1.  Once the seven seconds are done,  the throw is done.  Should the move somehow be deflected it cannot be used again for the duration of the thread.   This move has a range of 25 meters from him.  It is very exhausting for him to use,  and can only be done once per battle due to that. The explosion spreads out from the 'football'  but does more damage towards the center.  

Name of Move:  Particle Beam Rifle (Weapon)  

Price of Move:600

Proficiencies Required:  Ranged Proficiency,   Area Effect Proficiency. 

Description of Move:  





[Image: PAwXAE3hjB3UtqOMpwWBCw1im8A_2aUT_sV58b50...5BssDPOfqt]

Drawing the particle beam rifle constructed at Fort Zimmer out of the holster across his back,  Warren will say. “You’ve done it now. I’m no longer holding back.”  There are two ways that he can use the particle beam. First he can use barrage mode which shoots a burst of low intensity pathetic damage shots at an opponent,  that don’t require but 2 seconds to charge up. The second is he more dangerous of the two.  This is called “Vaporize”  mode and shoots a high intensity 3 foot by 6 foot diameter blast at the opponent. It has an effective range of 70 meters. 

The low intensity mode has 15 shots before the power cell needs to be swapped out which takes about two seconds. Using ‘Vaporize’ mode consumes all of that power in a single shot requiring the power cell to be almost instantly changed out.  This is somewhat taxing on him and so he doesn't often rely on it.





Name of Move:   Death Sphere 


Price of Move:  300 OM 



Proficiencies Required:  Ranged Proficiency,  Area Attack Proficiency. 



Description of Move:   Gathering up the energies of dark magic,   Warren will create a sphere of energy about the size of a mini van.  This orb is colored black and purple. When it is made it hovers in the air above him.   







[Image: latest?cb=20110830112614]







But when he snaps his fingers the orb will lower onto the battlefield up to 30 feet away,  and detonate doing a moderate amount of damage to anyone who is actually caught in the blast of the move. The blast is about ten feet across, and fairly compact, without much effect beyond the ten foot zone.This move does have multiple disadvantages.  One of these is that it cannot distinguish between Friend or Foe.  Anyone who is in the area when this blast goes off will be hit by it unless they can somehow protect themselves from it.  This move takes him about 15 seconds to make and 5 seconds to prime the attack before he can actually utilize it.  It cannot be done without the Chaotic Quarter-Spear Staff being in his other hand. 





Due to the amount of energy this uses,  Warren will not often use this move unless he is in a dire situation or outnumbered. 









Name:  Chaotic Quarter-Spear Staff (Weapon) 



 [Image: latest?cb=20100803144623]



Price: 900 OM



Proficiencies Required:  Ranged Proficiency,  Area Attack Proficiency,  Physical Strength Proficiency. 



Description of Move:   A quarterstaff that was found by Warren in Camelot.  This staff doubles as a spear but also has another function to it.  The staff has been outfitted with Magitechnology that allows it to shoot bursts of purple energy that do a moderate amount of damage.  The staff  is able of course to be summoned whenever Warren needs it.  It takes 5 seconds to switch ‘modes’ of the staff.  The spear mode is capable of being used for melee combat,  or thrown at an opponent. The blasts don’t drain much energy but they are not very accurate.




This spear is about 20 centimeters in length. It can be thrown 20 meters.
(08-07-2016, 08:37 AM)Alex Wrote: Yea, I don't know -- those things all sort of revolve around Jeanne forcing her will onto others.  I'm not sure if that's even something we permit people to do under the system.  

I think you're probably looking at:
Quote:It is also possible to use this offensively by sending unwanted or distracting thoughts and images to an opponent during a fight.

But I think the applications you have above are a little bit more nuanced and powerful than just trying to give someone a headache.

Quote:With moves you may create advanced applications of telepathy such as tricking opponents or making them believe certain things. These should be balanced like all moves and their effectiveness should be based on your TEC versus your opponent's. Applications of Telepathy do not necessarily require the Homing Proficiency, but as with those kinds of moves if they cannot be dodged they should either be relatively weak, or there should be ways of countering them like any other move.

I think maybe we can file these things under 'making them believe certain things,' but I don't think this is balanced enough to merit the strength of the attack, especially since I don't see anything about time limits or resistance/fighting back or whatnot.

Advanced applications of Telepathy is a very gray area that we don't have much precedent with outside of 'get lots of TEC I guess.'  The last person to want to develop stuff like this was Sarah Kerrigan and she's gone.

As the move mentions, the duration of a command is fifteen seconds.
And as the move also mentions, the commands are based on TEC comparison, which would somewhat address the resistance/fighting back thing. I can add more detail to that, if you'd like.
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
You'll need to open a dialogue with Omni, through the Help Desk or some other means.. I'm not a fan of mind control moves used against other players (let alone one that teleports someone without their consent) since we have no existing precedents.
And Warren, you really need to stop bumping things every day. 3 days for Moves. Bumping every 24 hours will not expedite the process.
Alright.
Beginning full approval from this point onwards. Just a heads up in case any mods were looking to do any approvals, I don't want to overwrite them Tongue

Also, if I skipped anyone, feel free to bump me.

(07-29-2016, 04:16 PM)Mick Rory Wrote: Dual Glock 17s
Requires Ranged Attack Proficiency
600 OM

They're just what it says in the title. Two glock 17 handguns.

Using one alone fires fairly slowly, deals an average amount of damage, and has 17 bullets in a clip. This is the first variant of the move - using a single Glock 17.

Alternatively, he can use both at once. Increases firing rate, in exchange for dealing less damage, and using more bullets at once overall.

Mick can hold a maximum of 10 ammo clips on him, though currently, he only has the (full) clips inside the guns. In addition, these guns aren't used often, due to Mick preferring the Heat Gun.

Approved.
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!
(07-31-2016, 03:02 AM)Jeanne d Wrote:
(07-05-2016, 01:30 AM)Jeanne d Wrote: 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).


I guess I should bump it, given a month has soon slipped by. Bumpity bump.


I'm hesitant and it may require more downsides in the actual execution than simply slowing down to walk. But don't worry about that now, as that will depend upon answers to the following questions:

How long does "stand down" last?

How long does "attack" last?

How long does "stop" last?

(08-01-2016, 05:04 AM)Dawn Wrote: Sub-Machine Gun(300) - Ranged Prof.

Dawn prefers to keep her distance, but that isn't always possible. So she takes a secondary weapon for close encounters. The SMG is small and can't be used while she is using her sniper(she must de-summon her sniper the summon her SMG and vice versa, which takes 2 seconds). The SMG is a fairly average make, with clip size of 30 bullets each and an effective range of 500 meters. She isn't going to be using it from 1500 feet away though, and is better to use at close range anyways. The fast ejecting mechanism let her reload this gun in just a little over a second. It takes a single second to summon. She can move while summoning it as well.


You know that 500 meters is pretty massive, right? Like ... http://4.bp.blogspot.com/-XtHt6p6Fob0/T-...d_area.jpg

Most SMGs would have a fraction of that. If you do wanna keep that range, but keep it as a close-range oriented weapon, maybe talk about damage falloff past a certain point? Idk.
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!
(08-07-2016, 09:59 AM)Omni Wrote:
(07-31-2016, 03:02 AM)Jeanne d Wrote:
(07-05-2016, 01:30 AM)Jeanne d Wrote: 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).


I guess I should bump it, given a month has soon slipped by. Bumpity bump.


I'm hesitant and it may require more downsides in the actual execution than simply slowing down to walk. But don't worry about that now, as that will depend upon answers to the following questions:

How long does "stand down" last?

How long does "attack" last?

How long does "stop" last?
Quoting from the move. It's mentioned earlier in the move, didn't think of putting it to each and every one separately. Could've been clearer that way, though.
"The duration of the command given is fifteen seconds, after which the target may do as they wish."
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
(08-03-2016, 02:43 PM)Caira Ayryn Wrote: Wrote these a LONG time ago, probably time for me to actually submit them.


Resolute Brigade (600 OM variable)- area attack proficiency and debuff

The initial move begins by having a bullet-like deployment launched toward the enemy, it originally charges as a small weak energy orb (that is, upon and after impact the energy sort of dissipates as the initial deployment and impact has been fulfilled) much like a paintball, and will provide a kind of strong ‘stun’ but no real lethal physical damage. As many as seven are created in a round without a rest. Only one can be wielded at a time, however the speed that the energy orbs can be initiated and deployed can take as little as 8 seconds (to charge) and can be ‘thrown’ or launched in an enemy’s direction at decent speed from her palm.

When activated, this move can prove to be a long range distraction; as it is able to be fired from a distance of at most twenty yards. The user will hold the small orb that hovers above her fingertips, take aim, and launch them with a flick of the wrist, in a spiraled motion. The sphere of energy about the size of a tennis ball revolves itself in a propelling motion, the route it takes to get there is direct, and spirals swiftly to the targeted enemy.

The small orbs of energy can be charged while moving (but if the utmost accuracy is desired, precise focus would be required to initiate the attack). This move can just be used mainly as a distraction/ disorientation (stormtrooper style), as it is not a lethal move for the amount of small objects to be aware of and keenly predict at one time can be chaotic.

The underlying effect the orb has after it hits an enemy and makes contact (using Debuff Proficiency), would optimally slow down the impacted with a wave of “lethargy” that lasts for up to 30 seconds which would cause the foe to stagnate in their place.
(Please note that the effect is lethargy and stagnation though the effect is meant to be one in the same).

Size of original orb: 2 inch radius

Small and light but quick through the air, feels like a solid mass upon impact. The numerical value of use, if more are used, more energy is emitted  will result in more of a drain on her energy. The orbs have one function, to go ‘forward’ and hit the enemy.

If this bullet-like energy ball does not impact upon a foe directly (ie misses or falls short), but hits the ground within range of a foe -2 feet of impact- that the energy ball has erupted into the ground (imagine a grenade), a wave of energy is emitted from the orb which causes a wave of dizziness that can last for up to 10 seconds.

Please give examples of the strength of lethargy against an equal strength opponent. In that case, thirty seconds of not being able to move would be far too much for a simple weak orb. Perhaps if multiple orbs hit, it could gradually add up to a total stun. Generally any move that completely stuns an enemy has to have pretty severe downsides, especially if it is at a range.

Quote:T2 Super Move Obsidian

(Main point)- Spherical ball of energy that appears at the user’s fingertips and is conjured under attack scenarios. Most effective on organic, biotic matter.

(viewed as opponent) Standing in fear as a ball of death that increases with size as it was charged in the enemy’s palm, the physical straining on its user shows in her expression, weighing her down. How much did it weigh? Tens? Hundreds? The gravel at her feet began to sink, loosen and condense around her toe. The aura emanating begins to oscillate, the sphere began to revolve in her hand. It grew not only in size but in power, how long would she remain vigilant to charge? Wait- now she is defenseless, and my opportunity to strike is before the mass is released. The threatening depths of darkness that was inside the orb spiraled as though it were a great void and a black hole.

This attack would be powerful, as it grew in size, it would take out all in it’s path (ie diameter of up five feet if full potential reached in super move). But the attack was slow to use, as the charge time, as vicious and intimidating the move might be, still took a decent amount of time.

(If move did not reach full succession, like say, the opponent charged, it could be used close range or launched prematurely)

Because it is heavy for the user, and causes a physical strain, it is dense and could be compared to shot put. As far as aiming, one can aim straight, but it is more difficult of a heft than to aim because of the colossal size.

User must be stationary when charging. Most- if any movement (limits more during final stages of charge) would be around a foot, to dodge, however balance is essential because of heft. Focus is required however immensely on charge, ‘fire and forget may apply).

Affects, though it is an energy drain, can be tiring, however it doesn’t last long and can be less essential in battle.

It looks like a spinning black orb of death, surrounded by a small light. It is preformed when the user takes a strong stance, with balanced and extended bracing in the legs, and a straight core posture.

->Suddenly, after a charge of seven seconds, like a cannon of energy is released and there is a recoil the posture of her arms. It launches. The speed was immense despite the laze that might be expected from the size and sheer power. It spiraled straight for the target, there was no curve or angular deduction, it was sheer perfection- and with plenty of time to charge, it is imaginable as to why.

The black fire crushes the enemy upon impact, the heat could be felt, boiling the armor on the enemy, and making it easier to break. The immediate crash was immense, the rolling sphere plowed into its target pushing them into a nearby wall.
However as the effects of the sphere lessened and dissipated, it was evident that the oscillation and momentum (which revolve in somewhat contrasting circulation, creating increased amounts of abrasion, for a maximum effect on the enemy), of the move had crushed its target before it had hit the wall had broken around the mass with the force of  its impact.
Approved.
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!
(08-03-2016, 05:08 PM)Warren Zimmer Wrote: Since Warren doesn't have a Tier 1 Super Move:

Name of Move:  Dark Matter Foot Bomb
Price of Move: 600
Proficiencies Required:  Ranged Proficiency,  Area Attack Proficiency.
Description of Move:  Creating a football made out of darkness that packs quite an explosive punch to it,  within seven seconds Warren will rush towards an enemy with his super speed before throwing the football which will spiral perfectly through the air,  and smack down right near an enemy where said explosive will go off. This is a super move,  a Tier 1.  Once the seven seconds are done,  the throw is done.  Should the move somehow be deflected it cannot be used again for the duration of the thread.   This move has a range of 25 meters from him.  It is very exhausting for him to use,  and can only be done once per battle due to that. The explosion spreads out from the 'football'  but does more damage towards the center.  

Touching a football? With your hands? Isn't that a penalty?

… Oh wait, America. Never mind. Approved.

(08-03-2016, 07:34 PM)Android 17 Wrote: Ki Field - A translucent sphere of green energy surrounds Seventeen.  The field is a complete sphere about a foot away from Seventeen's body.  Once the shield has been summoned, he can no longer move.  Moving with the field open is too taxing, so he doesn't do that. The field will absorb/deflect a handful of low/middle-strength ranged attacks (bullets, blasts, whatnt), and it can dilute a powerful, non-Super attack before failing.  Because the field isn't perfect, Seventeen often uses it just to 'shrug' off a quick flurry of oncoming attacks or if he has no other means to deal with a powerful blast.  That... and it has a secret.  If the field is broken by a physical attack (be it a punch, kick, tail, horn, whatever), it will explode outward with a powerful hit.  A 'popped' field will be unable to reformed (ie - used again) for a few minutes, but it's worth the surprise factor. (600 OM -- Requires Area Shield and Area Attack)

Ki Field (Tier 1 Super Defense) - Same description as the above (minus the attack part) but used solely to absorb/deflect a T1 Super Attack.

All approved.

(08-05-2016, 08:51 PM)Chara Wrote: Dual knives (600 variable) (requires Ranged and Physical Strength Profs.)
Chara holsters her Chefs knife and holds her hands out for about five seconds to summon. They are quite tiring to use. She can charge her swords for a stronger slash that takes 10 seconds of uninterrupted charging. She may move while charging but in only slight movements. Though the swords can somehow float on there own they will disappear after 5 seconds of being out of Chara's grasp or if the blade is broken though it takes some force to break it.

I fixed up the grammar to make it easier to read. It was originally one giant run-on sentence. I think I get the gist of it though, approved.
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!
(08-05-2016, 09:20 PM)Commander V Wrote: I included all of my power suggestions for CV in a comic for visual adaption, if you guys don't mind. My plan is 300 OM for the first four, 600 for the Tier 1, 800 for Tier 2, and 1000 for the Tier 3. This is just for future reference and I don't intend on buying any of them right away.

Could you write these out? As cool as the comic format is at making them easier to understand, it's difficult to critique without the text there to reference/edit.
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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