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Official Move Approval IV
ObeyRanged Proficiency, Area Attack Proficiency, Ranged Materialize Proficiency, Remote Control Proficiency, Telekinesis

Trixie does not how or why she regained her extensive use of the force while in the Underverse, but she's not about to complain about it. 'Obey' is less a specific move and more of a substantial power augmentation to Trixie's latent force power. As she progresses further in the Omniverse her body remembers more of the strength it had in the original timeline where Darth Zulenka could melt entire battalions and crush armored transports with relative ease. Obey drives to extend Trixie's force abilities to Primes, Secondaries, and the things they can summon. It is a blanket upgrade to Telekinesis, that doesn't exceed her current trained level, but incorporates everything she has learned thus far. She can push herself off the ground with both hands, lift groups of people off the ground, or viciously crush them or their bodies at will.
[Image: trixiesig2018.png]
Always Outnumbered, Never Outgunned
(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.

At its maximum, the hallucinations look real, with almost no way to distinguish then from real monsters (expect for the fact that they can't touch you). Against an enemy with 1 TEC, for example, being right next to Erik would cause the hallucinations to become life like after 5-10 seconds, but if hey were at the edge it would take up to a minute. The fear effect is more or less a distraction. Someone could RP being frozen with fear, but if they don't want that it'll be little more than a scary distraction. Erik can move his arms, albeit slowly, while channeling the nova, but can't walk. Erik requires a moderate amount of concentration to sustain the nova, and also cannot use any other moves, with an exception for Mageslayer, but he loses a lot of fighting skill while channeling.
[Image: GjEgoS1.jpg]
Directive one: Protect humanity! Directive two: Obey Jack at all costs. Directive three: Dance!
Amber Veritz Wrote:Please let me change it to the condom.
(08-09-2016, 04:56 AM)Trixie Wrote: ObeyRanged Proficiency, Area Attack Proficiency, Ranged Materialize Proficiency, Remote Control Proficiency, Telekinesis

Trixie does not how or why she regained her extensive use of the force while in the Underverse, but she's not about to complain about it. 'Obey' is less a specific move and more of a substantial power augmentation to Trixie's latent force power. As she progresses further in the Omniverse her body remembers more of the strength it had in the original timeline where Darth Zulenka could melt entire battalions and crush armored transports with relative ease. Obey drives to extend Trixie's force abilities to Primes, Secondaries, and the things they can summon. It is a blanket upgrade to Telekinesis, that doesn't exceed her current trained level, but incorporates everything she has learned thus far. She can push herself off the ground with both hands, lift groups of people off the ground, or viciously crush them or their bodies at will.

You would need to purchase a move for each thing you'd want to accomplish with telekinesis. Pushing yourself off of the ground is fine without a move but you'd need an Obey: Choke and Obey: Push, etc. for the rest of it. Thaal's Hard Light Grab and Hard Light Tethers are an example of this.

(08-09-2016, 05:43 AM)Claptrap Wrote:
(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.

At its maximum, the hallucinations look real, with almost no way to distinguish then from real monsters (expect for the fact that they can't touch you). Against an enemy with 1 TEC, for example, being right next to Erik would cause the hallucinations to become life like after 5-10 seconds, but if hey were at the edge it would take up to a minute. The fear effect is more or less a distraction. Someone could RP being frozen with fear, but if they don't want that it'll be little more than a scary distraction. Erik can move his arms, albeit slowly, while channeling the nova, but can't walk. Erik requires a moderate amount of concentration to sustain the nova, and also cannot use any other moves, with an exception for Mageslayer, but he loses a lot of fighting skill while channeling.

Looks good. Repost that written up into the description and I'll approve you.
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

Super Saiyan 1 (SSJ1)
Tier 1 Power-up


[Image: mirai_trunks_ssj_dbs_face_by_jaredsongohan-da8sbf4.png]


Description:
The most noticeable physical change is that the Saiyan's hair becomes golden blonde in color and seems to stand on end, giving it a rising, flame-like appearance. This applies to all of the Saiyan's hair, including scalp hair, and eyebrows. Natural eye color temporarily changes to a greenish-blue, muscle tone becomes more defined, and the skin tone (and clothing) becomes lighter mainly due to the energy and light output of the golden aura. As the natural floodgates of the body are opened with the transformation, excess energy is radiated from the body in the form of a pulsing, flame-like aura. There is also a marked personality alteration, where the Saiyan becomes unusually aggressive and more prone to acting on impulse.

Stats:

ATK - [+2]
DEF - [+1]
SPD - [+2]
TEC - [+0]

(08-09-2016, 01:57 PM)Trunks Wrote:
Super Saiyan 1 (SSJ1)
Tier 1 Power-up

Description:
The most noticeable physical change is that the Saiyan's hair becomes golden blonde in color and seems to stand on end, giving it a rising, flame-like appearance. This applies to all of the Saiyan's hair, including scalp hair, and eyebrows. Natural eye color temporarily changes to a greenish-blue, muscle tone becomes more defined, and the skin tone (and clothing) becomes lighter mainly due to the energy and light output of the golden aura. As the natural floodgates of the body are opened with the transformation, excess energy is radiated from the body in the form of a pulsing, flame-like aura. There is also a marked personality alteration, where the Saiyan becomes unusually aggressive and more prone to acting on impulse.

Stats:

ATK - [+2]
DEF - [+1]
SPD - [+2]
TEC - [+0]

Groovy. Get out there and be golden.
If you see me around and you got questions, just give a shout. I'm happy to assist.

Mark Wrote:[9:32:26 PM] Mark I.: Nuggets are serious McBusiness, Jade

Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities
Why can't I pay to encompass both in one move? That makes absolutely no sense. I've had moves approved that do more than one thing. Plus I'm literally just paying to have Telekinesis effect Primes...I can already choke and lift without an added move.
[Image: trixiesig2018.png]
Always Outnumbered, Never Outgunned
(08-10-2016, 01:57 AM)Trixie Wrote: Why can't I pay to encompass both in one move? That makes absolutely no sense. I've had moves approved that do more than one thing.

I believe that Mark meant that you should describe each individual function as the first version of your move was very general. That's not to say that you can't put multiple functions under one move.
There's nothing speaking against a move such as:

Obey (Requirements)(Cost)
[General description/story]
-Function 1
-Function 2
-...
-Function N

(please note: this is just my personal interpretation of Mark's words)
 [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...
The move is general because it's meant to describe an augmentation to Telekinesis with flowery words and descriptions. It has one function. One. Extending the grasp of Telekinesis to primes. I can already choke and lift without the need for this move. Just can't do it to primes because reasons. Hence why I'm here.
[Image: trixiesig2018.png]
Always Outnumbered, Never Outgunned
Kaio-ken
Tier 1 Transformation (Cost: 1000)

The Kaio-ken is a transformation which greatly increases the user's strength, speed, reaction time and senses by directly manipulating the body's ability to utilise its internal 'ki' energy, enabling the user to become a 'super-self' of sorts. Whilst under the effects of the technique the body is surrounded by bright red flame (although this fire does not cause any damage directly and is more a sign of the incredible strain being placed upon the user). The transformation is quite painful, even when working as intended, and it is easy to exceed the limits of the body unintentionally whilst in this state, making it a bad choice for long-term use unless one is very desperate... or reckless.

Stats
ATK: +2
DEF: -
SPD: +2
TEC: +1
[Image: x1oIYhu.jpg]
Ithaca 37 (Extended Magazine Tube with Sawn-Off Stock)
300 OM (Requires Ranged Proficiency)

This gun Marcus uses is a old gun of Kyle Reese’s.  Marcus pumps the gun three times, ranging a second each for each pump of the gun. The blow to the enemy is within a medium range but this doesn’t come without a blowback. It causes a few seconds for Marcus to summon and load the gun in question.


[Image: 601px-IthacaExtMagTub_straight.jpg]

"General Dynamics RSB-80 plasma gun"-
300 OM (Requires Ranged Proficiency)

This gun is a heavy gun that can rapid fire extremely hot plasma lasers at the enemy. This has a custom barrel shroud. A muzzle flash is attached. The weapon’s drawbacks that it is heavy to handle and it takes a while to summon and attach a round of ammo once it is out.

[Image: 600px-Term1_404.jpg]
[Image: marcus%20wright%20sig.png]

[Image: ytLTikp.png?1]
(08-11-2016, 09:51 AM)Goku Wrote: Kaio-ken
Tier 1 Transformation (Cost: 1000)

The Kaio-ken is a transformation which greatly increases the user's strength, speed, reaction time and senses by directly manipulating the body's ability to utilise its internal 'ki' energy, enabling the user to become a 'super-self' of sorts. Whilst under the effects of the technique the body is surrounded by bright red flame (although this fire does not cause any damage directly and is more a sign of the incredible strain being placed upon the user). The transformation is quite painful, even when working as intended, and it is easy to exceed the limits of the body unintentionally whilst in this state, making it a bad choice for long-term use unless one is very desperate... or reckless.

Stats
ATK: +2
DEF: -
SPD: +2
TEC: +1

Kaio-what?  :psy:

But seriously, groovy. Go get the thing done.  :frogc00l:


(08-11-2016, 05:50 PM)Marcus Wright Wrote: Ithaca 37 (Extended Magazine Tube with Sawn-Off Stock)
300 OM (Requires Ranged Proficiency)

This gun Marcus uses is a old gun of Kyle Reese’s.  Marcus pumps the gun three times, ranging a second each for each pump of the gun. The blow to the enemy is within a medium range but this doesn’t come without a blowback. It causes a few seconds for Marcus to summon and load the gun in question. 


[Image: 601px-IthacaExtMagTub_straight.jpg]

"General Dynamics RSB-80 plasma gun"-
300 OM (Requires Ranged Proficiency)

This gun is a heavy gun that can rapid fire extremely hot plasma lasers at the enemy. This has a custom barrel shroud. A muzzle flash is attached. The weapon’s drawbacks that it is heavy to handle and it takes a while to summon and attach a round of ammo once it is out.

[Image: 600px-Term1_404.jpg]

Ithaca 37: More details are the name of the game. Marcus pumps the gun three times, but why? What happens? Does it only hold three shells before needing to be reloaded, does it need to be pumped three times before firing a single shell? Something else? Going to need a numerical value to put to the range, and answer the above details, as well.

Plasma Gun: Range, rate of fire, how long it takes to reload, and rate of fire will all be needed. The time to summon it is also needed.
If you see me around and you got questions, just give a shout. I'm happy to assist.

Mark Wrote:[9:32:26 PM] Mark I.: Nuggets are serious McBusiness, Jade

Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities
I withdraw my move submission.
[Image: trixiesig2018.png]
Always Outnumbered, Never Outgunned
Ithaca 37 (Extended Magazine Tube with Sawn-Off Stock) 300 OM (Requires Ranged Proficiency)

This gun Marcus uses is a old gun of Kyle Reese’s.  The gun is a pump action gun.The gun has about 3 shots of ammo per round. It takes Marcus  three times to pump  and another shell comes into play.. When hitting the trigger, the used shell falls out and another shell comes in. The blow to the enemy is within a medium range but this doesn’t come without a light blowback. This is a .12 gauge gun.


"General Dynamics RSB-80 plasma gun"-
300 OM (Requires Ranged Proficiency)

This gun is a heavy gun that can rapid fire extremely hot plasma lasers at the enemy. The range is very long and the impact is not one to be messed with. Plasma shots literally cause an explosive impact upon skin or leaves a medium crack on armor. 60 pulses per minute can be used,   Unit capable of select fire in three round bursts or full automatic fire.  Cyclic rate of fire on full auto is 360. It takes about a minute to summon the gun.
[Image: marcus%20wright%20sig.png]

[Image: ytLTikp.png?1]
A move for attacking bases and vaults:

Quote:Plastiglex Breaching Charge (Utility) (300)
Used by Incident Response Teams for creating entryways for otherwise suicidal attacks against nests of armed criminals, the Breaching Charge has been used in many different locales by Carmelita. The explosive charge, Plastiglex, combines ordinary plastic explosive with some of the more supernatural arts to limit the blast, eliminating shrapnel and shockwave damage to nearby people, allowing it to be used in hostage rescue or emergency relief efforts as well as heists of delicate items.
To prepare the Plastiglex Breaching Charge, the package, which is a box two inches thick and four inches wide and long, is opened on one side. On the revealed surface is a small, orange circle that can be expanded in radius to form a circular shield of up to two metre radius. The box remains mounted on the shield, and is used as a handhold to apply the shield to the location of the intended breach. Upon contact, air is rapidly evacuated from the underside of the charge, vacuum forming the shield to the wall or debris. The charge then arms itself and can be detonated by pressing the green button that emerges from the outside at this point.
The detonation is, as mentioned, contained by the supernatural additions, and consequently exerts exactly enough force to pulverise the obstacle and charge into dust contained only to the wall and charge. There is a soft thwump caused by the degradation of the containment after the charge has been completely pulverised.
The Plastiglex Breaching Charge can eliminate up to half a metre of rock, twenty-five centimetres of steel or one centimetre of diamond. Materials with anti-magic properties break the containment field, causing the charge to fizzle. The charge is disrupted by sentient thought waves, precluding its use against live targets of any type, artificial or original.
For a skilled operator, the Plastiglex Breaching Charge can be set up and detonated in just less than half a minute.
(08-12-2016, 05:29 PM)Carmelita Wrote: A move for attacking bases and vaults:

Quote:Plastiglex Breaching Charge (Utility) (300)
Used by Incident Response Teams for creating entryways for otherwise suicidal attacks against nests of armed criminals, the Breaching Charge has been used in many different locales by Carmelita. The explosive charge, Plastiglex, combines ordinary plastic explosive with some of the more supernatural arts to limit the blast, eliminating shrapnel and shockwave damage to nearby people, allowing it to be used in hostage rescue or emergency relief efforts as well as heists of delicate items.
To prepare the Plastiglex Breaching Charge, the package, which is a box two inches thick and four inches wide and long, is opened on one side. On the revealed surface is a small, orange circle that can be expanded in radius to form a circular shield of up to two metre radius. The box remains mounted on the shield, and is used as a handhold to apply the shield to the location of the intended breach. Upon contact, air is rapidly evacuated from the underside of the charge, vacuum forming the shield to the wall or debris. The charge then arms itself and can be detonated by pressing the green button that emerges from the outside at this point.
The detonation is, as mentioned, contained by the supernatural additions, and consequently exerts exactly enough force to pulverise the obstacle and charge into dust contained only to the wall and charge. There is a soft thwump caused by the degradation of the containment after the charge has been completely pulverised.
The Plastiglex Breaching Charge can eliminate up to half a metre of rock, twenty-five centimetres of steel or one centimetre of diamond. Materials with anti-magic properties break the containment field, causing the charge to fizzle. The charge is disrupted by sentient thought waves, precluding its use against live targets of any type, artificial or original.
For a skilled operator, the Plastiglex Breaching Charge can be set up and detonated in just less than half a minute.

I'm not exactly sure what the point of this move would be. When you assault a base and/or attempt to break into a vault, you don't need a special move to do it. You just make a formal challenge to the owner and if you 'win' you get the goods. If you wanted to RP Carmelita setting explosive charges during your base assault you're free to do that, but the results would depend on the judge's ruling on how well the assault went overall.

That said if you still want this move for breaking shields and stuff in combat and you want to pay for it, you can do that as well.
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

Sword of Marka Ragnos:  (Physical Prof)

The storage container on Tier 2 proved to be a storage bin for ancient or relic equipment that was either broken or completely unrepairable garbage. In the back of the container inside a black metal scabbard was the Sword of Marka Ragnos. Somehow having been separated from the scepter portion and absorbed into the Omniverse the weapon had a completely different appearance than that of it's original. About two and a half feet long the blade is forged durasteel with a cortosis weave to short out sabers. Unbeknownst to Trixie the blade harbored an entity of some kind so when she touched the blade she was forever bound to Mark Ragnos, a powerful Dark Lord of the Sith from centuries past. Now that his force ghost has transferred from the blade to Trixie's ambient force aura the weapon has become a normal sword rather than a relic of unique power. Still a formidable weapon in the hands of a proper swordswoman, the blade is razor sharp and oddly lighter than it looks. As it is not a lightsaber it is limited to cutting only what a primitive sword might have. Though Ragnos is gone, Trixie is sometimes able to hear faint whispers coming from the blade as she's holding it; though she's never been able to make out what they've said.
[Image: trixiesig2018.png]
Always Outnumbered, Never Outgunned
Sleep Enforcement - Requires Ranged Proficiency, Debuff Proficiency (300 OM):

Judy carries an elephant tranquilizer on her belt. The tranq uses a hell of a powerful drug, causing people to fall asleep almost instantly, and for a long time, back home. Of course, the effect is lessened on primes and powerful secondaries. When she hits an enemy, if their TEC is equal or lesser to hers, it'll sedate them almost instantly, and for around two minutes unless attacked. If they have more TEC, the dart only provides a minor puncture wound. The gun only comes with two darts, and they're rather hard to come by, so she doesn't use the gun often. There must be a cooldown of around 5 minutes between each shot while the air that powers it is recompressed. As the gun is air powered, it only travels a short distance, almost 19 meters.
(08-12-2016, 07:57 PM)Mark Wrote:
(08-12-2016, 05:29 PM)Carmelita Wrote: A move for attacking bases and vaults:

Quote:Plastiglex Breaching Charge (Utility) (300)
Used by Incident Response Teams for creating entryways for otherwise suicidal attacks against nests of armed criminals, the Breaching Charge has been used in many different locales by Carmelita. The explosive charge, Plastiglex, combines ordinary plastic explosive with some of the more supernatural arts to limit the blast, eliminating shrapnel and shockwave damage to nearby people, allowing it to be used in hostage rescue or emergency relief efforts as well as heists of delicate items.
To prepare the Plastiglex Breaching Charge, the package, which is a box two inches thick and four inches wide and long, is opened on one side. On the revealed surface is a small, orange circle that can be expanded in radius to form a circular shield of up to two metre radius. The box remains mounted on the shield, and is used as a handhold to apply the shield to the location of the intended breach. Upon contact, air is rapidly evacuated from the underside of the charge, vacuum forming the shield to the wall or debris. The charge then arms itself and can be detonated by pressing the green button that emerges from the outside at this point.
The detonation is, as mentioned, contained by the supernatural additions, and consequently exerts exactly enough force to pulverise the obstacle and charge into dust contained only to the wall and charge. There is a soft thwump caused by the degradation of the containment after the charge has been completely pulverised.
The Plastiglex Breaching Charge can eliminate up to half a metre of rock, twenty-five centimetres of steel or one centimetre of diamond. Materials with anti-magic properties break the containment field, causing the charge to fizzle. The charge is disrupted by sentient thought waves, precluding its use against live targets of any type, artificial or original.
For a skilled operator, the Plastiglex Breaching Charge can be set up and detonated in just less than half a minute.

I'm not exactly sure what the point of this move would be. When you assault a base and/or attempt to break into a vault, you don't need a special move to do it. You just make a formal challenge to the owner and if you 'win' you get the goods. If you wanted to RP Carmelita setting explosive charges during your base assault you're free to do that, but the results would depend on the judge's ruling on how well the assault went overall.

That said if you still want this move for breaking shields and stuff in combat and you want to pay for it, you can do that as well.

Mostly this move is for battlefield manipulation during combat. It would be most useful for making exits, ambushing people after stealthing away, etc. The non-lethality of it is because of the amount of uses I think it could be put to, plus fluff.
Tossing a couple things up here for readiness when DA comes to a close.


Body Burn -- 300 OM (Requires: Area Attack Proficiency)
Colonel briefly gathers a charge of energy across his entire body, marked by a slowly building aura of shimmering heat rolling off of himself. After a six second buildup, during which time Colonel can move but not execute any other techniques or moves aside from the use of his basic sword or buster, the charge is ready to be released, and can be held for up to thirty seconds without being discharged, at which point it will dissipate to prevent gross overheating and internal damage. The charge cannot be interrupted or broken, but sufficient damage can stall it momentarily while he recovers his bearings. When the charge is released, it takes roughly half a second to do so, and produces a burst of flame in all directions, reaching out to approximately three meters in a quick, explosive wave. A wave of oppressive, suffocating heat reaches outward for another two meters, making the air shimmer and waver and distorting vision within the effected area. The burst of flame lingers for three seconds before fading, and the shimmering heat haze remains for another ten seconds, offering an effective partial obscuring tactic.


Elemental Sword -- 1500 OM -- (Requires: Physical Strength, Ranged Proficiency, Debuff Proficiency)
Colonel's saber briefly switches off, igniting into a blade of different properties. Switching to any other form of blade, including back to the default Colonel Saber, takes slightly less than one second, and doesn't require great focus so can be effectively done on the fly, even in the midst of a combination attack with his sword.
-- Fire Sword: Colonel's blade ignites into a pillar of intense flame. The actual blows from this sword are somewhat less powerful, not biting as deeply as a standard blade, but tend to leave viciously burning, debilitating wounds, causing things it strikes to catch fire and blaze fiercely for several seconds, based on the difference between the target's DEF and Colonel's ATK.
-- Elec Sword: Colonel's blade erupts into a sparking, crackling mass of electricity. The strikes of this weapon leave targets struck by it numb and sluggish, and sparks from it will jump a short distance to leave glancing blows on targets even if they manage to avoid or deflect the actual blade. It is not a very powerful weapon on its own, but is very useful for hampering and keeping foes on edge.
-- Aqua Sword: Colonel's blade streams forth into an oscillating blade of liquid. This weapon bends and twists, acting almost like a whip instead of a sword, and can lash and curl around attempts to deflect it, making it hard to avoid entirely. Its primary purpose is that it can stretch and extend like the liquid mass it is, extending Colonel's range of attack with it to nearly four meters.
-- Air Sword: Colonel's sword blasts out into an almost transparent mass of wind. This form of the sword is incredibly light and quick to strike, having virtually no weight to it. It thus has almost no physical impact, inflicting only superficial wounds, but every strike produces a short, fierce blast of intense wind and air, threatening to force targets off balance or knock them stumbling back.
-- Bamboo Sword: Colonel's sword shambles to life as a mass of dense, gold-green energy. It is nearly twice the size of his standard blade, and extremely heavy and slow, but hits all the harder as a result. It has great range and power, offering the potential to smash through attempts to block or deflect it, but it is slow and unwieldy.


10mm Pistol -- 300 OM (Requires: Ranged Proficiency)
[Image: 320?cb=20110208190147]
Recovered from the corpse of the radio DJ, Three-Dog, and subsequently given to Trent in Dante's Abyss, Colonel recovered the weapon after the secondary's unfortunate death, and now wields it as a serviceable sidearm. It holds 12 rounds in a clip, and has an effective range of about 80 meters. It can fire at a rate of roughly three rounds every two seconds, and packs a moderate punch, roughly equitable to the somewhat slower-firing buster Colonel primarily uses for ranged options. Reloading takes about two seconds, if Colonel has a spare magazine on hand, or roughly five times that if he has to manually summon the ammunition. He usually keeps at least one spare magazine in case of emergency.


Beast Out Tier 2 Power Up -- 1500 OM
Colonel lets loose a burst of aura much like the initial stages of Colonel β, but much more intense and larger in stature, completely drowning out his body until only a silhouette is visible. After a few seconds the aura erupts and explodes, leaving Colonel behind sporting a much more bestial appearance, sporting a fiery, lion-like mane of hair, numerous added spikes on his shoulders and knees, and even claws on his free hand and boots. In this state, Colonel channels the lingering power of the Cybeast Gregar, and as a result grows more aggressive and powerful, and his Colonel Saber and Colonel Buster automatically transition to their Gregar counterparts, and cannot be used in their regular forms during this transformation.
ATK: +4
DEF: +2
SPD: +4
TEC: +0
"Hold on a second, I have a call..."
[Image: blog-Wesker.jpg]
"Yes, this is Wesker. Go ahead."
(08-12-2016, 12:56 PM)Marcus Wright Wrote: Ithaca 37 (Extended Magazine Tube with Sawn-Off Stock) 300 OM (Requires Ranged Proficiency)

This gun Marcus uses is a old gun of Kyle Reese’s.  The gun is a pump action gun.The gun has about 3 shots of ammo per round. It takes Marcus  three times to pump  and another shell comes into play.. When hitting the trigger, the used shell falls out and another shell comes in. The blow to the enemy is within a medium range but this doesn’t come without a light blowback. This is a .12 gauge gun.


"General Dynamics RSB-80 plasma gun"-
300 OM (Requires Ranged Proficiency)

This gun is a heavy gun that can rapid fire extremely hot plasma lasers at the enemy. The range is very long and the impact is not one to be messed with. Plasma shots literally cause an explosive impact upon skin or leaves a medium crack on armor. 60 pulses per minute can be used,   Unit capable of select fire in three round bursts or full automatic fire.  Cyclic rate of fire on full auto is 360. It takes about a minute to summon the gun.

Ithaca 37
-- Just to clarify, it holds three shells, and it requires being pumped three times between shells?
-- Need a number to put to 'medium range'. Could be anywhere from a few dozen feet to several dozen meters.

Plasma Gun
-- Need a specific range to go along with it. Very long range is very vague.
-- Three round burst and full auto fire would make the move cost 600 all total.
-- It can only fire 60 pulses per minute, but the rate of fire is 360 per minute? Faulty technology or reworked numbers are at work there.


(08-13-2016, 12:13 AM)Trixie Wrote: Sword of Marka Ragnos:  (Physical Prof)

The storage container on Tier 2 proved to be a storage bin for ancient or relic equipment that was either broken or completely unrepairable garbage. In the back of the container inside a black metal scabbard was the Sword of Marka Ragnos. Somehow having been separated from the scepter portion and absorbed into the Omniverse the weapon had a completely different appearance than that of it's original. About two and a half feet long the blade is forged durasteel with a cortosis weave to short out sabers. Unbeknownst to Trixie the blade harbored an entity of some kind so when she touched the blade she was forever bound to Mark Ragnos, a powerful Dark Lord of the Sith from centuries past. Now that his force ghost has transferred from the blade to Trixie's ambient force aura the weapon has become a normal sword rather than a relic of unique power. Still a formidable weapon in the hands of a proper swordswoman, the blade is razor sharp and oddly lighter than it looks. As it is not a lightsaber it is limited to cutting only what a primitive sword might have. Though Ragnos is gone, Trixie is sometimes able to hear faint whispers coming from the blade as she's holding it; though she's never been able to make out what they've said.

Groovy. Enjoy cutting things apart old school.


(08-13-2016, 04:27 AM)Judy Hopps Wrote: Sleep Enforcement - Requires Ranged Proficiency, Debuff Proficiency (300 OM):

Judy carries an elephant tranquilizer on her belt. The tranq uses a hell of a powerful drug, causing people to fall asleep almost instantly, and for a long time, back home. Of course, the effect is lessened on primes and powerful secondaries. When she hits an enemy, if their TEC is equal or lesser to hers, it'll sedate them almost instantly, and for around two minutes unless attacked. If they have more TEC, the dart only provides a minor puncture wound. The gun only comes with two darts, and they're rather hard to come by, so she doesn't use the gun often. There must be a cooldown of around 5 minutes between each shot while the air that powers it is recompressed. As the gun is air powered, it only travels a short distance, almost 19 meters.

Think you might be underselling it, with it having no effect at all on targets with TEC higher than yours...but it certainly is a drawback, and makes the length of sleep on the first effect manageable, especially with the waking up if they're attacked and long cooldown. Approved and such.
If you see me around and you got questions, just give a shout. I'm happy to assist.

Mark Wrote:[9:32:26 PM] Mark I.: Nuggets are serious McBusiness, Jade

Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities


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