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PC Primes List
#21
Character Name: Charlie Prince

Character Source: 3:10 to Yuma

B-Lister (3pts) (Protagonist; Niche series; Different Universe)

[spoiler]
[Image: Charlie_Prince_pic.jpg]

[b]Level:
5
Total Earned OM: 22000
Total Spent OM: 18200
Source: 3:10 to Yuma
Location: Town With No Name
Role: As a lead character in the blossoming Sinestro Corps in the TWNN, serving as the only Prime in their ranks other than Sinestro. 
Powers (6200): Flight (1800), Survival (2000), Enhanced Senses [Basic] (1400), Super Speed (1000)
Proficiencies (5200): Physical Strength (1000), Ranged Proficiency (1000), Area Attack Proficiency (600), Area Shield Proficiency (400), Ranged Materialize Proficiency (600), Remote Control Proficiency (600), Debuff Proficiency (1000)
Moves (3600): Hard-Light Image (300), Hard-Light Construct (600), Hard-Light Blast (600), Hard-Light Weapon (900), Hard-Light Tether (600), Hard-Light Grab (300), 
Super Moves: 
Transformations (1000):  Tier 1 Power-Up: Suit Up (1000)
Summons: 
Items (1200):Communicator (300), Mobile Dataverse Device (100), Vita Compass (800)
Unlocks (1000): First Stat Increase SPD (1000), Second Stat Increase TEC (2000)

Base stats: 
ATK: 2 
DEF: 2 
SPD: 4
TEC: 4

Moves:
Hard-Light Construct – 600 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)

Charlie can summon objects with his ring to interact with and manipulate objects at range. These manipulations are analogous to the things that a person with two large hands could feasibly complete (moving, pushing, pulling, pressing, turning, etc). 

These objects have superficial images associated with them, always in the form of an object that is completing the task. If the object is grabbing and moving another thing, it will have a "grasping" mechanic, be it a hand, a mouth, a clamp, a claw, etc. These images are purely illusory, and the strength of the object is always the same. That means that a Construct shaped like a hand and a Construct shaped like a crowbar are equally good at prying something open and etc. These grabbing constructs appear as a tendril of rope-like light that extends from Charlie's power ring, ending in the chosen 'grabber'. They can extend as far as Charlie's concentration allows, but the longer the grabber, the more easily it is broken. 

While these objects are illusory and can fulfill only one purpose, they can be attacked, damaged and destroyed. The more damage they take, the more strain it puts on Charlie's mind. The more energy he puts into these objects, the harder they are to break but the more physically and mentally exhausted he becomes. These objects will immediately dissipate upon his breaking his concentration for any reason. Maximum range of ~30 meters (~100 feet)

Hard-Light Weapons – 900 OM (Requires Physical Strength)
Charlie can create melee weapons from Hard-Light in most forms that a melee weapon can come in. These can be short (like a dagger), medium (like a sword) or long (like a spear) in length. The more energy he puts into these weapons, the harder they are to break but the more physically and mentally exhausted he becomes. These weapons will immediately dissipate upon his breaking his concentration for any reason.

Hard-Light Blast – 600 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
The ring can fire a concentrated beam of yellow hard-light when Charlie concentrates. This can take the form of a single beam or appear as any other ranged weapon Charlie imagines. Charlie put more energy into each shot, the strength of which relates directly to how physically and mentally drained he is after the attack. If he chooses to create a hard-light weapon, it must be roughly the size of a pistol for a weak shot, or the size of a rifle for a charged shot. These weapons and projectiles will immediately dissipate upon his breaking his concentration for any reason. 

Hard-Light Shield – 600 OM (Requires Area Shield Proficiency)
Charlie is covered in a yellow aura that protects him from attacks and environmental effects. This shield can grow as far as he wills it, usually in the form of a shield or wall, however the shield's overall strength remains the same. This means that a 1'x1' shield will be 100 times stronger than a 100'x100' wall (which almost any attack from a Prime would break through). The more he focuses, the more damage the shield can take, but the more physically and mentally drained he is after the defense.

Hard-Light Tethers  – 600 OM (Requires Debuff Proficiency, Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
In the same way that Charlie can manipulate objects in creative ways, he can also manipulate characters. Iron chains, ribbons of light, crushing snakes can all be used. In general, these tethers always accomplish the same goal: they slow a character down and they immobilize their arms. However, these shackles can be broken just like any other item: hitting, cutting and ripping free in a feat of strength are all options. Additionally, if he loses his concentration, the tethers immediately dissipate. The more energy he puts into these tethers, the harder they are to break but the more physically and mentally exhausted he becomes. 

Hard-Light Grab – 300 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency, Hard-Light Tether)
When a Hard-Light Tether has successfully attached itself to an target, Charlie can then use that tether to move the target, be it Secondary or Prime. The bond can firmly grab, but not crush his opponent. The bond can move the target off of the ground and in all the cardinal directions. The Tether can be broken as usual.

Powers
Survival  – 2000 OM
Charlie's ring not only protects him with a defensive shield, but it also prevents most injuries from outright killing him. The ring forms barriers that hold in blood or creates constructs that keep his body in functioning order. He is also shielded from almost all environmental effects such as heat or cold, and ensures that he has breathable oxygen even in the absence of atmosphere.

Flight – 1800 OM
One of the ring's more recognizable abilities is the power of flight. He can fly, hover and generally move in four dimensions without much effort, without the aid of wings or other obvious flying mechanisms. 

Super Speed – 1000 OM
If moving in the same direction when flying, Charlie can build up speed. This is mostly useful for long-distance travel, but it can be used in combat as well.

Enhanced Senses (Basic) – 1400 OM
The ring can scan for a host of signatures from the mundane to the magical, allowing Charlie to search an area by sweeping a beam of energy over it like a flashlight. When the light touches the object or trail he is looking for, it will become illuminated.

Transformations
Tier 1 Power Up – 1000 OM
"Suit Up"
Most of the time, Charlie's Power Ring is basically on "idle," using up as little of it's precious power reserve as it can. However, when he gets into a fight, he's a bit less conservative with the Ring's power usage. Charlie will ditch his normal attire and actually don the infamous Sinestro Corps uniform, using more of his ring's precious Fear energy to fuel his attacks.

ATK: +2 (4)
DEF: +2 (4)
SPD: +1 (4)
TEC: +0 (4)

Items
Communicator – 200 OM
Charlie's ring allows him to communicate vast distances, connecting through other digital, magical or other devices. He must "attune" the ring to each new item he wishes to communicate with, meaning he must have actually interacted with the person he wishes to contact.

Mobile Dataverse Device – 100 OM
The ring can be used to connect to the Omninet or other technology, using itself as the input.

Vita Compass – 800 OM
As an extension of the ring's scanning abilities, it can locate any individual it has on file to a rough area.
[/spoiler]
[Image: sig2.jpg]
#22
Character Name: “Air Commander” / Ulong Rumata

Character Source:  Original?


[spoiler]
Level: 5

Total Earned OM: 22,000

Total Spent OM: 19,300

Source: OC

Location: Vasty Deeps

Role: To be used as a challenger in the Omniversal Combat League

Appearance:
[Image: bqcO0tme7tZ0AUeNxR7VpKdLS8i6hE-PYZwO1BJA...-ZRvQ5k_Ua]

Head: Has the head of a regular barn owl.

Torso: Colorful robes cover her torso, mostly yellow and red. Protruding from her back is a set of wings, all easily three feet in width and about six feet in length.

Arms: Two arms, each brown in color.

Hands: Clawed talons forming four fingers, with one opposable thumb.

Legs: Mostly covered by the robes themselves, though when they are taken off, they resemble that of an ostrich’s.

Feet: Pretty much the same as the hands.

Personality:
Ulong Rumata comes in three flavors: Energetic, imaginative, and overzealous. Due to her young age and overall inexperience with life, she is eager to please the people she works for and doesn’t hold much qualms about doing so. Her inexperience also means she is easily impressed, particularly if she sees someone do something she thinks is totally awesome.

Her young age also influences her imagination, which is extremely childish. In fact, it is not inaccurate to say she is VERY childish in terms of her overall mannerisms. She often does silly things for the sake of attention, though she is just mature enough to not throw temper tantrums like a normal child.

However, her childishness pulls over into her lifestyle: her bloodthirstiness. As much as she may claim otherwise, she LOVES the battlefield, especially fist-fighting of any description. Her imagination runs the most rampant during times of combat and war. She is also EXTREMELY overzealous when it comes to fighting, to the point where she is often just as much a threat to herself as whoever she is fighting against.

Stats:
First Stat Increase (1000) ATK
Second Stat Increase (2000) ATK
Third Stat Increase (4000) DEF

ATK: 3
DEF: 2
SPD: 5
TEC: 3

Moves:
Helicopter Drone (Ranged Proficiency) - 300 OM
Due to the technological nature of the avian-man species, they have developed a wide variety of ranged gadgets to compensate for their lack of melee weaponry. Air Commander hides several of these Drones within the confines of her wings as simple metal balls.

Whenever he wants to use these drones, she simply parts her wings, reaching into her feathers for the balls. As she pulls them out, she then tosses them on the ground wherever she wants the drones to spawn in. A couple of seconds later, each one transforms into a small helicopter, each with large rifles underneath them. They then fire at whatever target Air Commander signifies to them through the point of a finger.

The rifle shots are semi-automatic, only firing once every second. Each shot is damaging, though they provide no knockback, and the drones themselves are extremely fragile, as they can be destroyed in one hit by anything. They also cannot move from where they spawn, and they have a limited range of only about 30 feet away. If they are destroyed, then it takes roughly 30 seconds for Air Commander to be able to replace them.

Divebomb (Physical Strength Proficiency, Flight) - 600 OM
Like any old bird, a good bird is able to do a lot of damage just by using its head.

To do this move, Air Commander crouches down to the ground slightly, readying herself for launch. After a few seconds, she shoots into the air. During this time, she can grab onto her opponent to bring them up with her to deal extra damage, though it leaves her open for attacks when she does as well. Eventually, after reaching enough of a height and building enough speed that she reverses direction, shooting like a bullet towards the ground, intending on literally diving into it to hurt her opponent.

The move is very damaging, and even more so if she manages to pick up and bring her foe up with her. It also happens in a short amount of time, roughly six seconds. However, when she connects the divebomb, she ends up hurting herself in the process, and can be interrupted with a powerful enough attack.

Wings (Physical Strength Proficiency) - 600 OM
Her wings are for more than just flying and show. They are also a very effective defensive and offensive tool. Measuring at about three feet in diameter, she can use them for a wide variety of purposes.
  • Shield Wings
Whenever she wants to protect herself, Air Commander can shield her form from whatever attack is coming her way by moving her wings in front of her, completely blocking any attack that comes her way in a three feet diameter. During this time, however, she cannot attack, meaning she has to get out of the Shield Wings in order to fight back. Also, she can only block attacks from her front, leaving her vulnerable to side attacks and back-stabs.
  • Smash Wings
Whenever mere wrestling moves don’t seem to make an impact, she can rely on her wings! Whenever she wants to use her “Smash Wings,” she simply rears back a bit in the opposite direction of wherever she is striking, before promptly smacking her opponent with either one wing or both wings, though the damage is unaffected regardless. She can attack from her left, right, and front using this move, and it is very fast, with a windup of only one second and near instant attack speed. However, it isn’t that damaging, only really serving as a knockback for further moves.

Lock-On: Tier 1 Super Attack Move (Physical Strength Proficiency, Flight) - 600 OM
To begin this move, Air Commander perches up on a nearby object of height (a rock, a nearby tree, etc,) and brings her cupped hands up to her eyes, staring at her opponent for a few seconds. She then quips a one-liner of some description before flying off of her perch, zooming towards her foe, and upon reaching them, kicks them really hard with her feet as she flies by.

This attack is incredibly damaging, though it has a long wind up, with a total of fifteen seconds before she can properly execute the move. The move is also incredibly hard to pull off, and she doesn’t often use it unless she is certain she can land it, which is calculated through SP usage.

Bomber Pilot: Tier 2 Super Attack Move (Physical Strength Proficiency, Flight) - 800 OM
Due to her childishness, Air Commander is very fond of reliving her favorite moments in life, as well as act out her lifelong dreams. And what better way to act out her dreams than to recreate them on her enemies?

Like with Lock-On, she begins her move by perching up against a nearby object, cupping her hands against her eyes as she quips a one-liner. Unlike Lock-On, though, before does her move, she also points directly at her target, as if taunting them, before taking off and flying towards them. Once she does, instead of kicking them, she grabs hold of them with her feet before flying up, up, and WAY UP! Once she is of a great enough height, she drops her opponent, letting them fall to the ground.

The entire wind-up takes twenty-five seconds to pull off, due to the extra time it takes for her to fly up, but the damage is staggering, and easily her most dangerous move. Like with Lock-On, though, it isn’t easy to pull off, so she doesn’t do it often, which is calculated through SP usage.

Powers: Flight (1800,) Master Acrobat (400,) Insight (1600,) Advanced Enhanced Senses (1700,) Foresight (1500,) Suppression (1000)

Proficiencies: Physical Strength Proficiency (1000,) Ranged Proficiency (1000)
[/spoiler]
[Image: sanssig.png]
i may be all alone
but i'm here to tell ya honey
that i'm bad to the bone


B-B-B-Bad to the bone


New to the Omniverse? Need a question answered? Want a C&C of your work? Send a PM to me and I will assist you in any way I can!
#23
Character Name: Dusk Carem

Character Source: RWBY (Original)

[spoiler]
Character Role A Prime NPC antagonist for Amber. They are rivals and it will give Amber more motivation for becoming stronger and give me ideas for her.

Character history:

Dusk was raised like Amber. She didn't have much growing up. Dusk came from a poor family, and is Faunus, portraying traits of a grey wolf. The difference between the two of them was how they viewed humans. While Amber holds bitter resentment to humans deep inside for their treatment to her, she wanted to teach them that all species should be given a chance to prove their worth. Dusk on the other hand opted to despise the whole human race. She picked up her sword at age 8 and trained.

Dusk believed the only way humans would stop oppressing them was if the faunus rose up and showed them how they treated their species. She wanted to make them slaves, or at least degrade them like they did to the faunus population. By age 10, Dusk had already used her blade on more people than she could count to. It was around this time that Amber had heard about her. Dusk was sly and sneaky. No police force or investigators were going to find her and put her behind bars, and she'd die before she was taken captive. Amber decided to hunt Dusk, it would be a start on her huntress days.

Dusk and Amber are the same age. They encountered several times over the years. Every time ended with Dusk slipping away though. Amber was too strong for Dusk to over power, and Dusk was too quick and agile for Amber to keep up. After Amber finished her initial training though, she was sent to Beacon. Dusk was free to do as she pleased, but that wasn't enough for her. Amber had made it personal. She couldn't understand why Amber would protect humans even if they had abused her in her childhood. It was insulting. Nevertheless, Dusk followed Amber to beacon. They fought there a few times before Amber’s team miraculously disappeared one day. The young 17 year olds grudge on Amber was too great though. She pried on everything she could and eventually found out about her fate.

Dusk was torn that someone else had taken her rival’s life before her. In a frenzy, she attacked the town of Vale, which wasn't a smart idea. She was gunned down by Ironwood’s soldiers before she could even think. Dusk died that day, but didn't end up in heaven, she may very well have entered hell: The Omniverse. Little did she know, however, that her rival awaited her here.

Physical Description: Dusk is well developed teenager hailing from the snowy providence of Atlas. She has short ebony coloured hair that barely reaches her shoulders matched with her bright green eyes. She shows features of a wolf from the tail at her back. She is normally seen wearing winter-ish clothing in the colour of black. Lastly, she wears a ninja mask to hide a scar on her face that Razorback committed.

----------

NPC Prime level: 4 (18,800OM used)

Stats:
ATK: 2
DEF: 2
SPD: 4
TEC: 4

Unlocks Stat Upgradex2(3000OM)

Proficiencies: [5,200] Ranged Proficiency(1000), Physical Strength(1000), Remote Control Proficiency(600), Ranged Materialize(600), Homing(400), Debuff(1000), Area Attack Proficiency(600)

Powers: [8,200] Burst Movement(800),Flight(1800), Master Acrobat(400), Hive Mind/Disassemble(1200), Stealth/Suppression(2200) Basic Telekenisis(400), Basic Enhanced Senses(1400)

Moves: [2400]

Kage -600 requires Physical Strength

Kage is a simple katana Dusk uses to battle her foes. It's roughly a meter long from hilt to point and looks rather old for it’s user. Kage is a medium for Dust usage. A “clip” of dust is inserted into the pommel of the hilt with the type of dust Dusk wishes to use. Her dust can be used as often as she likes, but she can only use one element of her dust at a time. If she wishes to change her element, she must eject the current one and “reload” the dust she wishes to use. This takes about 2 seconds to do in entirety.

Dust Application - Phase 1-4 (1200) Requires Ranged, Telekinesis, Debuff, Homing, and Remote Control, also requires Kage as a medium.

Phase 1 - Fire
The most raw but deadly element. Fire is the embodiment of destruction, perfect for crisping up Dusks opponents, and for making roasted marshmallows! When this application is added to Kage, it allows Dusk to control a flame 3 feet in diameter. The flames takes two seconds to build up. It can be swung around in the air for a good 30 seconds before it dissipates. The further it gets from Dusk however, the slower it moves and the harder it is too control. After it gets 15 feet from Dusk, it either flies in the direction it was moving slowly decending, or falls to the ground if it was stationary.

Phase 2 - Ice
Ice is a more tactical type of element. Dusk uses the cold blizzard of ice to slow her opponents. This makes it easy to stage getaways or close in on an opponent with risking being hit. When Kage is swiped through the air with this application in, it creates a gust of extremely cold air that nearly freeze her enemies. Should her opponent be hit with it, they move a little more slowly for 5 seconds. The actual attack causes no initial damage however.

Phase 3 - Wind
One of the trickiest elements to master is the element of air. This element took Dusk awhile to get the hang of, and even still she has trouble controlling it. When Kage is thrusted forward with this clip loaded, the application sends a huge gust of air forward in the direction of her enemy. The gust of air isn't big(3ft dia) but the raw force of speed sends enemies flying. Unfortunately, it sends Dusk flying in the opposite direction however, just not as far. It's difficult to doge too considering the wind picks up forcefully. One would have to know this attack to see it coming. This generally is used to put massive distance between her and her foe if she is having trouble in her fights. Any damage output comes simply from knocking her foe into something like a wall.

Phase 4 - Darkness

Darkness is an element few could even fathom controlling. Although, those persistent enough are able to grasp that which they cannot see. The application of darkness effects hers blade. Coating it in a black, extremely noticeable poison. If her enemy is unlucky enough to taste of this venom, they are blinded for about 4 seconds. Dusk prefers not to use this application too much, for it takes much more energy for her to use in succession.

Elemental Fury(Tier One Super Move) - 600 requires Ranged Proficiency, Homing, Remote Control, Area Attack Proficiency and Telekinisis

Dusk loads her special application she made herself by carefully mixing dust components. This attack is loaded into Kage and swiped through the air in a large arc(10ft wide, 2ft long). It travels quickly through the air locking onto her target. The coating magical aura displays damage output of all her dust applications at once, but can only cause raw physical damage and unlike other applications, can only be used once. The number of clips of this dust equals Dusk’s current SP.[/spoiler]
"I've been neglected, harassed, beaten, and diminished all my life. What motivates me to continue? The glory of proving people wrong. Being worth more than the numbing existence offered me. To be a hero." - Amber
#24
Character Name: Ari

Character Source: Original Character

[spoiler]
Description:
[Image: 7X79mcr.jpg]

Race: Drow

NPC Prime level: 5 (19,500 OM used)

Stats:
ATK: 3
DEF: 1
SPD: 4
TEC: 4

Unlocks Stat Upgradex2(3000OM), ,Tier One Powers Unlock (2,000)

Proficiencies: [2000] Ranged Proficiency(1000), Physical Strength(1000)

Powers: [10,000] Master Acrobat (400), Mimic (2800), Insight (1600), Foresight (1500), Telepathy (1500), Stealth (1200), Supression (1000)

Forms: Advanced Blood Rage, Tier 2 Powered Up form (1500)

ATK: 10
DEF: 1
SPD: 5
TEC: 4
[/spoiler]
#25
Character Name: Edwin Jarvis

Character Source: Marvel Comics

C-Lister (1pt) (Minor character; same universe)

[spoiler]
[Image: 148327-57152-jarvis.jpg]
[Image: 4a0fb45705dfd171c497c3db0dd134cd.jpg]

Character History: You could always read his extensive history on his Wikipedia page, but basically, he was a boxer, he became Howard Stark's manservant and, eventually, butler. This version of Edwin is quite used to serving the Avengers, and continues to do so. But he also comes from a universe where Tony Stark made him his own Iron Man armor, called the Iron Butler. It's just a weaker version of the standard Iron Man armor.

Stats:
ATK: 3
DEF: 2
SPD: 2
TEC: 3

Starting Proficiencies (3000):
Physical Strength (1000), Ranged Proficiency (1000), Debuff (1000)

Starting Powers (4800):
Basic Enhanced Senses (1400), Insight (1600), Flight (1800), Basic Regeneration (1300)

Moves:
Repulsor Blast (300) - Requires Ranged
A concussive blast fired from both of Iron Butler's palms. They have an effective range of 6 meters, and do small-medium amount damage. It takes 1 second to charge one shot on ground, 2 seconds when in the air. Otherwise, it takes little effort to fire the repulsors.

Hypersonic Blast (300) - Requires Ranged, Debuff
A concussive blast fired from both of Iron Butler's palms. They do no damage, but they can disorient the target's center of balance, not necessarily throwing them back but tripping them a little. It takes one second to charge a blast. Hostiles are immune to this weapon for 2 seconds after they are hit by it.
[/spoiler]
[Image: 2e90d321b01d5016a4116390e9d88ebd.jpg]
[Image: ytLTikp.png?1]
01001101 01100001 01100100 01100101
01111001 01101111 01110101
01101100 01101111 01101111 01101011
#26
Character Name: Nayamasa Fukaku

Character Source:Original character

[spoiler]
Age: 52 (physically about 31)


Appearance:  [Image: 85413bc91804accde610fda4de4101fc.jpg]


Role: Outside of working to introduce some later saga concepts, Fukaku is meant to serve a major role in Weiss’s story in various positions, and eventually, Kerrigan’s.
secondary or prime?

Prime.

Level: 5


OM: 22,000 (22,000 spent)


Stats:
ATK: 5(1 stat upgrade)
DEF: 1
SPD: 5 (2 stat upgrades)
TEC: 2


(7000 OM in stat points)


Proficiencies:

Physical strength (1000)
Ranged proficiency: (1000)
debuff Proficiency: (1000)
Area attack proficiency: (600)
Ranged Materialize proficiency: (600)
(3600 in Proficiencies)


Powers:

Burst Movement: (800)
Flight: (1800)
Master Acrobat: (400)
Master enhanced senses: (2000)
Foresight: (1500)
(6500 in powers)


Moves: (4300 in moves)


Shumatsu Taiho: (600) (requires ranged proficiency, area of effect proficiency)

Fukaku points his free hand, and a violet glow like burning flames encircles it. Fukaku may charge for 2 to 6 seconds, before firing a potent cylinder of energy from his hands.
The beam itself is about as tall as fukaku and wider, forming a circle of Purple energy that burns the opponent, covering them in purple flames for a brief moment before subsiding. The attack is moderately damaging for Fukaku’s ATK level, and its damage depends on its level of charge.
Shumatsu Taiho can only reach for roughly fifty feet, and is around the speed of an arrow.


Aku Mokin: (300 OM). (requires ranged proficiency)


A quincy spirit weapon, Aku Mokin is a rose-colored bow of translucent energy, with the look and design of an Egyptian Ankh. Fukaku creates this bow whenever necessary in combat, using a necklace in the shape of an Ankh. Manifesting the bow takes one second.


The bow itself if made of translucent red energy, and Fukaku generates both the string and the red arrows of energy it fires from his own power whenever he feels the need to use the weapon.


Aku Mokin fires arrows made of Fukaku’s spirit energy at a rapid pace, with Fukaku able to fire roughly 5 arrows a second. The arrows hit with the strength of a hurled hammer, and, despite being arrows, hit like a hammer too, creating a harsh blunt force impact when they strike an opponent or obstacle with the force of a hurled rock. the arrows move at the speed of bolts fired from a heavy crossbow.


Fukaku can fire Aku Mokin at a distance of up to a hundred feet, but in this new world his stamina forces him to fire in 3 second bursts before taking 2 seconds to rest between volleys. Aku Mokin also drains a small amount of stamina with each burst, which can quickly add up to tire him out.

A quincy blade of standard design, the Seelee Schneider is a potent device that drains reishi from the atmosphere to form a chainsaw like blade that can both cut through and block attacks both physical and astral in form, allowing fukaku to literally cut weaker magical or psychic attacks in half (Assuming they take shape in the first place), and cut through flesh with a razor-thin edge. the higher the energy density, the harder it is for the blade to cut through, so this effect only works on weaker attacks.

The weapon itself normally manifests as a simple, silver hilt a few inches long that, at the press of a button, can manifest itself into a blade of energy measuring roughly 60 cm from the tip of the hilt to the end of the blade. The blade is straight, thin, and double-edged, and the weapon has no guard. It takes roughly 4 seconds for the blade to manifest.

Fukaku is also capable of firing this weapon from his quincy bow as though it were an arrow by firing it from the hilt, the blade aerodynamic enough to sail towards his opponent with the accuracy of an ordinary weapon.

While the Seelee Schneider is a powerful blade in combat, it does come with a weakness. As it absorbs all the ambient energy in the atmosphere around it, Fukaku cannot use the reishi to fuel his attacks. In short, Fukaku cannot use any attacks other than the seelee schneider unless he deactivates the weapon.


While the Seelee Schneider is a powerful blade in combat, it does come with a weakness. As it absorbs all the ambient energy in the atmosphere around it, Fukaku cannot use the reishi to fuel his attacks. In short, Fukaku cannot use any attacks other than the seelee schneider unless he deactivates the weapon.


Gritz: (300 OM) (requires ranged proficiency, area attack proficiency)
Fukaku throws a canister of spirit energy forth, before reaching out one hand, and yelling an incantation:
"Feel the wrath of battle and accept this sacred chalice - Heizen!
After saying this, a large rectangle of solid energy, roughly the size of a prius will appear in the air, hanging suspended in the air for two seconds before flinging itself at Fukaku’s chosen opponent with half the speed of an arrow.

If this move hits an opponent, the block will slam into the opponent with roughly 400 pounds of physical weight behind it, and keep going, regardless of what happens to the target, until it hits its maximum range of 100 meters or until it strikes something too solid for it to push through. Once the block is stopped, or hits its maximum range, it vanishes abruptly.
Fukaku only retains enough spirit energy canisters to create two of these in any given battle, and as this move both relies on Capsules, and his own spiritual power, they are a moderate drain on his stamina.


Hirenkyaku (Flavor for Burst movement, Flight)

Fukaku can create platforms of reishi, and slide them under his feet, significantly boosting his speed for short bursts in exchange for a bit of stamina. As he can create any surface under his body, or around it, he is capable of using this move for a crude approximation of flight, utilizing spirit energy around his body to push it around in the air, or to simply float above the ground.

Licht Bombe: (300 OM) (Requires area attack proficiency, ranged proficiency, debuff proficiency)
Fukaku fires an arrow up to 100 meters. The arrow moves like a normal spirit arrow, but glows a pale white instead of the normal red of Fukaku’s arrows. When the arrow strikes an object or is otherwise halted, it explodes in a torrent of light and sound similar to a flashbang grenade.. Anyone within five feet of the arrow is stunned, and anyone within ten feet is somewhat disoriented by the attack.
This attack moves at the speed of a normal arrow, and takes a moderate chunk of his energy to perform.


Todlich Dunst: (300 OM) (Requires area attack proficiency, Debuff Proficiency, ranged proficiency)


Fukaku takes one of the several smaller reishi canisters at his belt, and throws them at a specific area. The capsule explodes into a fine mist, impeding anyone in a 20x20 ft. Circle from seeing, hearing, or using other senses normally.


People with enhanced senses can see through the mist as long as their tec is Equal to or greater than Fukaku’s, and they are capable of seeing outlines and other vague impressions of things in the mist as long as their TEC is at least half of Fukaku’s.

While Fukaku is no less blinded in the mundane sense by Todlich Dunst, he may use his enhanced senses to find his targets in the mist with ease.
This move may only be used three times in a single battle, though the effect on his stamina is minor.
.


Tier 2 super move:


Blitz Gott Stange: (800 OM) (requires Ranged proficiency)
While not a move known only to Fukaku in his own world, it was his preferred means of executing opponents, and one he is incredibly familiar with.


Fukaku creates an energy arrow as the clouds swirl overhead. Only a couple seconds later, a lightning bolt will strike Fukaku’s bow, and the Bow will crackle with energy as the Arrow elongates, looking more like a spear than an arrow as it crackles with yellow energy.

When Fukaku fires the Lightning-infused arrow, a sonic boom is created as the lance of energy breaks the sound barrier, and the weapon pierces through almost any defense an opponent can muster, slicing through skin, flesh, or metal that bars it’s path. Once it’s pierced Fukaku’s target opponent, however, it will then unleash an electric charge within the opponent’s body, further injuring them.


Tier 2 Super Defense:


Hirenkyaku Strom: (800 OM)

An ability that Fukaku only recently perfected, Hirenkyaku Strom is an expansion of the normal usage of Hirenkyaku. While the normal version allows for someone to create a pathway of Reishi for someone to move across at superspeed, Hirenkyaku Strom allows Fukaku to literally split his body into base particles and recreate himself at another location. Due to the drain on his power, Fukaku uses the ability sparingly, in order to dodge heavy attacks by simply not being there when they strike.

History:

Fukaku Nayamasa is a quincy, the last of the Nayamasas. Much of his history is unknown - a recluse, the man spends the majority of his time training, and does not often interact with the outside world - but gained fame on his original world as a result of his constant battles, destroying hollows, shinigami, and even other quincy who threatened peace and order.
It is known that he eventually fought upon the side of the shinigami, and was taken to the Omniverse during a fight with one “Sosuke Aizen”, initially mistaking the place for yet another illusion of Aizen's soul cutter, Kyoka Suigetsu.

Since coming to the Omniverse, despite some agent’s best efforts, precious little other personal data has been found regarding him, or what his true status and reasoning for his actions is. What is known is that he tends to interject himself often into conflicts in the Pale moors, fighting Dracula’s minions wherever he may. While some applaud these appearances, others are instead troubled - for the only other time Fukaku has been seen across the Omniverse is when hunting quarry.

For months now, this prime has periodically found and stalked targets seemingly at random. While the majority of these sighting exist in the pale moors, he has been seen as far away as the frozen fields or Ashen steppes depending on his inscrutable whims.
His chosen targets seem not to be based on morality, wealth, or any other tangible value, but without fail, each and every person that Fukaku hunts disappear without a trace. Some suggest that he is kidnapping people for some inscrutable purpose.
Other, more practical people see it as simple murder, and the fact that the enigmatic archer refuses to give any explanation for his action has lent this view credence.

Personality:

Fukaku has an array of skills, both physical and mental. However, Charisma appears to have been his dump stat, and as a result, it’s difficult for the quincy warrior to accomplish anything in conversation other than pissing off both himself and everyone around him.

Fukaku has a very cold personality, and is quick to judge and criticize the faults of others. He can be quite moody, and treats most people with complete distrust. While he has somewhat of a blind spot for his own failings, he rarely finds respect for anyone who loses a test of strength or will, and will regard such people as weak.


Fukaku is a man of few words, but most of them tend to be carefully chosen, mostly in such a manner as to creatively insult the person he’s speaking with. Ironically, the only time he tends to lapse in his crude, distant persona is during a fight - Fukaku is fond of taunting his opponents, and the barest hint of energy can occasionally be viewed within his mid-fight banter.

Fukaku tends to consistently portray a tough front - even when he’s injured, he rarely acknowledges an opponent as his equal, when he’s emotionally hurt or demoralized, he will refuse to show it on his face. As a result, his frustratingly stoic demeanour, hypocritical attitudes, and venomous tongue rarely earn him anything resembling a friend.
[/spoiler]
[Image: 1403536693-tumblr-mnt768ec7u1qcjxmlo2-r1-500.gif]
#27
Character Name: Aria Amora

Character Source: Original character

[spoiler]
Level: 5(22,300OM)

Character Purpose: Possibly will become apart of the Ashen Blades or Thieves Guild.


History: Aria started a career as a street hustler, using magic to make money. She perfected sleight of hand and mastered tricks of illusion and misdirection. Her signature game was ’Three-Card Monte’ a trick that most people commonly refer to as ‘Find the Lady’. It mimics the classic, ‘Follow the Ball’ cup trick only with cards. One uses the the Queen of Hearts as the money card and the black Jack cards. The trick lies in hand movement, no matter how the mark believes they know where the Queen is, they always lose.


After she got off the ground doing simple shows and tricks, she became more well renowned. The shows became bigger the tricks were better, Aria was one of the greatest magicians Earth ever knew until she performed her last and final trick.


Aria’s dream was to become the greatest magician across all seven continents. There was only one way to do this - Perform a trick that no one could possibly compete with. With a couple months of planning, she attempted one of the most life threatening tricks ever. She would be locked in a steel box with no way out from the inside with a parachute. The trick was to escape the box before it hit the ground. When it was performed, Aria never made it out of the safe. Even then, when the box was pried open, her body was never found and no blood was in the box. People are still waiting for her to reappear.


Appearance:






Unlocks: MDD and Coms(300)


Stats (3000)


ATK: 1
DEF: 1
SPD: 5
TEC: 5


Proficiencies - 4200


Ranged Proficiency - 1000
Physical Strength - 1000
Area Attack - 600
Remote Control - 600
Debuff - 1000


Powers - 10,500+(2000 for power unlock)=12,500 total


Burst Movement - 800
Shrink - 800
Mimic - 2800
Disassemble - 1200
Basic Enhanced Senses - 1400
Foresight - 1500
Advanced Teleportation - 2000


Disassemble -


Aria can turn into a mound of cards that move on their own. It's a bit surprising at first because she usually does it with a ‘Raining Suit’ trick. That’s when you flick cards above your head and make it rain suits. So basically it looks like she disappears, when actually she becomes the cards that rain on her.


Moves -3300


Card Thrower req. Ranged Proficiency (300)


Aria’s not good tradition weapons, but she is an amazing card artist. She carries around at least three decks of playing cards with her at all times(That’s at least 156 cards!) She can throw two at once, and it only takes about a second to get another card ready to throw. When thrown, they release tiny razor blades that cut through skin. Obviously this feels about as bad as a paper cut. It takes about 5 seconds to summon another deck of cards. The cards can travel up to 20ft before they start to slow down and hit the floor. They can also be retrieved so long as they are not burned or destroyed by anything.


Magic Blade req Physical Strength (300)


A simple attack of a 2.5ft long blade. It’s a fine rapier made of pure magic energy used to jab holes in people's faces. She's moderately skilled with it. It takes about 5 minutes to summon, but she normally always has it strapped to her hip.


Illusions req Debuff (300)


Misdirection is the greatest boon a magician has up his sleeve. With a special powder, Aria can get into others minds and make them think they see what they don't. Aria can make it seem like there are copies of herself with the dust, even though there are none. It only seems to the person that there are five of her. Effects only last about ten seconds depending on the person’s TEC. She must be in arm's reach to use this magic dust, and takes effect after about 3 seconds. In that time, the victim finds it slightly difficult to focus their eyes, where they see up to 5 of Aria. The effects can be nullified with high Tec and Enhanced sense. Aria can use other moves while this effect is active.


There’s always an Ace up my sleeve! - 800OM req Area Attack, Ranged, and Remote Control Tier 2 Super


Aria pulls the Ace of Spades from her sleeves. Its loaded with a chip that’s rigged to explode. When thrown it locks onto a person’s signature and explodes on contact. It has a normal range like any other cards, but unlike the others it locks onto her targets. The explosion can can cause some massive damage if her targets aren't built well enough to take the hit. Lastly, the explosion about 10ft in radius.


Find the Lady - 800OM Tier two Super Def req teleport


Aria specialty is Three-Card Monte. A card hustler trick mostly, but in the Omniverse it's more. When an attack is launched at her, she turns into a giant card - The Jack of Spades. After it's over, she reappears as the Queen of Hearts, negating all the damage by teleporting away, hopefully.


The Cane req Phy. Str, Ranged, and Area Attack - 900


The most iconic magical item in existence is the magician’s cane. This cane is not used to pull rabbits out of hats though. This cane can be used to launch explosive fireballs, or shots of lightning at her opponents. It also suffices as a decent beating stick! Ain’t that nifty! It takes awhile to summon but can be greatly useful in a pinch. The explosion of fire spreads about ten feet in a quick burst, and just like the lightning, travels about 50ft. The lightning obviously moves faster than the fire. Lastly, the stick only about a foot long.


The fireball(until it explodes) is about a foot in diameter, it takes a second to charge, and a second to release. It moves at about 10ft per second. It will fly for about 100ft at most before exploding on its own. It can prematurely explode by hitting any surface. The explosion is rather small, 3ft diameter.


The lightning is a quicker jolt of energy than the fireball but is hardly covers a wide area. The shot of electricity stays within about 3in of diameter, but travels up to 200ft at about 20ft per second.


It takes hardly any concentration to use these attacks other than a simple charge and release which both take 2 seconds. One to charge and one to release. The can be used in combination with other attacks, including each other. This attack is simple so it doesn't use too much of her energy to cast, but can be taxing if used in rapid repetition.


Moves Approved -

http://omniverse-rpg.com/showthread.php?...1#pid89801
http://omniverse-rpg.com/showthread.php?...7#pid89987
http://omniverse-rpg.com/showthread.php?...9#pid89989[/spoiler]
[Image: EfV1VTk.png]
[Image: AshenBlades.png]
#28
Character name: Dama

Character source: Hare+Guu

C-Lister (1pt) (minor character; niche series; same universe)

[spoiler]"Do you think... god stays in heaven because he too lives in fear of what he's created?" -Steve Buscemi, Spy Kids 2

[Image: y2rWJ2S.jpg]

Level: 9

Character history: Dama was once a hair dresser. She was a rather senile old woman pushing her 60s who often frightened the local children with her presence. The only superpower she had was her ability see spirits, she could name a person’s guardian spirit just by looking at them.

One fateful day, she encountered a little pink haired girl named Guu. For whatever reason, when she looked at her, she saw nothing.

This encounter may have nothing to do with what happens next, or it may have everything to do with it. [float=right][Image: oT69xLx.jpg][/float]

Soon after, a man named Dr. Clive walked into the room and she immediately thinks he’s her long dead husband (he looks nothing like him outside the fact they both have white hair.) When he ran, she pursued him, and this was the first time she took her monster form.

She would stalk Dr. Clive for months, making his life a living hell. In a last ditch effort, Clive dyed his hair black. This seemed to have worked as she thought her lost love just up and disappeared on her. Defeated, she ran into the wilderness.

She would eventually pop up again months later as men with white hair started to get attacked by a monster. Clive’s son, Hare, decided to end her reign of terror. He wore a white-haired wig and delivered a letter to her pretending to be her husband. He told her to move on, find other men to share her life with. Tearfully, she did, as she ran off into the jungle to murder men indiscriminately instead of just the white-haired ones.

In between her murder sprees, she would have occasional lapses in clarity. She would spend these hours wallowing in her depression before her drive to kill returned. It was during one of these sessions one damp rainy night in the jungle that she would have a chance meeting with Guu.

Lonely, she confided in the girl, sharing her feelings about her own weaknesses. Upon hearing this, Guu agreed to train her, help her focus her mind and body to become something better in one giant montage. It’s through this she master her Ki-energy, gaining the ability to fly and to fire the Dama Hama Ha wave.

Of course, these last two paragraphs could have been a lie, and Guu just fabricated everything just to explain away Dama’s sudden change in character and ability, but whatever, moving on.

Dama would reveal her new self when Hare and Guu are once again in danger; being held at gunpoint by a former bank robber. Hare’s mom would jump off a cliff to prove a point to the robber and Dama arrived just in time to catch her. It was at this point that she and the robber would have a Dragon Ball Z style fight. She even dropped her weighted hair.

She would eventually win, but instead of finishing him off, she would give him some sound life advice. The two, Dama and the robber would eventually happily wed.

That is until Dama would eventually get bored with married life and go into the business of assassinations, taking on her sniper form. However, when she took the job to kill Hare’s family, they were able to talk her into going back to her husband yadda yadda yadda.

The next time she would show up was with her identical twin sister Tama who would force her into a fusion. The two formed as one fights Hare and Guu until they could separate, then she makes up with her sister and become friends.

She would take on various jobs after that, everything from fry cook to mob boss. It was around the time Guu left their world, around the time she was deciding to retire and live peacefully with her twin sister and her former bank robber husband, that she was taken to the Omniverse.

Her first day in that world was her first moment of clarity she had in a while. She became convinced that Guu had been manipulating her life from the sidelines, controlling her as her own plaything the whole time, a means to tell silly stories with her as the butt of the joke. She swore revenge on Guu and when she discovered the pink one was in the Omniverse, took to stalking her from afar, waiting for the perfect moment.

That is until Guu became the leader of Ambrosia. As much as she hated the pink one, she couldn’t bring herself to rob hope from those teens, so she moved on.

Her life would go the direction of random over the next year of her life: she’d mastermind the Hogginstein Bank Heist, she’d become the White-Hair Seriel Killer in Camelot, she’d become an infamous Assassin, she’d sail the Vasty as a pirate captain, name it she’s done it, and each one as a new face and identity. It was her lot in life.


Physical Description: (originals only)


Stats:
ATK: 5
DEF: 3
SPD: 4
TEC: 4

Unlocks (39,000): First Stat Upgrade (1000), Second Stat Upgrade (2000), Third Stat Upgrade (4000), Fourth Stat Upgrade (8000), Fifth Stat Upgrade (10000), Sixth Stat Upgrade(12000), Powers Cap Tier 1 (2000), Powers Cap Tier 2 (3000)

Proficiencies (3600): Physical Strength (1000), Ranged Proficiency (1000), Debuff Proficiency (1000), Remote Control Proficiency (600)

Powers (13,100/16000): Burst Movement (800), Flight (1800), Malleability (1000), Shapeshifting (1400), Master Acrobat (400), Insight (1600), Foresight (1,500), Suppression (1000), Stealth (1200), Enhanced Senses; Master (2000), Survival (2000)



Moves: (1500)


Teeth (300) Physical Strength
Her teeth become jagged, capable to rip flesh asunder. Only accessible in her Monster Form.


Sniper Rifle (600) Ranged Proficiency
A customized Steyr Aug a3 model that was specifically built to keep up with Assassin Dama's TEC. It has two modes, rapid fire and sniper, each she can switch between in a second. The rapid form uses 5.56 x 45mm NATO catridges and has a firing rate of 650 rpm and is far less accurate, only having a range of 500 feet. The sniper form uses 7.62×51mm NATO and can fire 20 rpm; this form can fully utilize her TEC in terms of effective range and accuracy. Unlike the rapid form which has free movement, she needs to be stationary to use the sniper form, and it requires her full concentration in order to use. Both magazines only carry 30 rounds and it usually takes her about half a second to reload. She has an endless supply of magazines in her breasts which she can shake out in a pinch, or just reach in for.



Dama Hama Ha (600) Ranged Proficiency
A light pink beam of raw destructive energy, fired from the palms of the hands, that can be charged for greater effectiveness. It requires the user to be stationary in order to use, though not necessarily on the ground. The user can endure hits while charging up, unless said hits are stronger than their DEF stat can allow; in that situation, it'll cause the move to fail. The minimum time it takes to use is about a second, and the longest it can be charged for is thirty seconds, the results of which can be very powerful. Once fired it travels as fast as an arrow. The beam's direction is selected upon firing, it can't be redirected once it's fired. Within range, the beam travels until it hits something, but it's strength starts to deminish around 500 feet and and eventually fades to nothing around 750 feet. A small charge of the beam doesn't effect the user's stamina much, but a fully charged beam can be quite taxing. It is roughly three feet in diameter.



Kii Knuckles (300) Physical Strength
She uses her kii energy to heighten her strikes as if she were wearing brass knuckles or specialized gloves. Her strikes give off pink sparks, signifying the use of her kii. This move doesn't increase power over time and it's strength is based on the ATK stat of the user


Teeth Approval: http://omniverse-rpg.com/showthread.php?...3#pid90403
Sniper Rifle and Kii Knuckles Approval: http://omniverse-rpg.com/showthread.php?...5#pid90405
Dama Hama Ha Approval: http://omniverse-rpg.com/showthread.php?...8#pid90508



Transformations (5,000):

[Image: Mawu1vR.jpg]
Sniper Form - Alternate Form (2000)
She transforms into a sexy caucasian woman with shoulder length blonde hair, black dress that barely reaches her thighs, and black fish-net stockings. She is far more effective with her sniper rifle in this form, which automatically appears in her hands when she transforms.
ATK: 5
DEF: 0
SPD: 3
TEC: 8


[Image: Dp4hAG9.jpg]
Monster Form - Tier 2 Powered Up Form (1,500)
Her eyes glow blood red, her teeth become sharp as scalpels, and she crawls on all fours, hungry, growling, blinded by rage.
ATK: 13
DEF: 5
SPD: 5
TEC: 3

[Image: ln8WAmR.jpg]
Unweighted Dama - Tier 2 Powered Up Form (1,500)
She removes her afro which is revealed to be weighted hair. In this form, her afro is much much shorter and normal looking.
ATK: 8
DEF: 6
SPD: 5
TEC: 7

Total: 65,500

This character will be the main antagonist of the Hoshi no Guu arc. It'll be explained that she was the one that stole and hidden away the star piece, hence why the one at the bog is a fake. She may continue as an ongoing antagonist after the arc.[/spoiler]
[Image: MUsY55C.jpg][float=right][Image: sN7AejK.jpg][/float]
#29
Character Name: Damir

Character source: Original Character

[spoiler]
Damir will be a level 3 Prime (for now) and I am granting him 11,000 OM, this is an NPC Prime for personal use, Damir needs to be a Prime because he is something Aegis will never be able to defeat, Aegis actually loved his brother. Damir is planned to be an occurring antagonist for Aegis. Damir is going to mostly operate out of Camelot, but will move around some.


Character history:
Damir had a mostly happy childhood until late he was 10 and his dad brought in who could almost be his twin. However things soon turned sour as his father and his adoptive brother spent more time together without him. Years went by and Damir grew bitter, the only thing he ever drew happiness from was the prospect of his father's game, Dragon Sky. Then at 16, his dad let them in for the Beta. Upon their first excursion into the gate, Aegis’ true form was revealed, however their father covered it up as a custom form. Damir was angered, asking why Aegis had a custom Draconian and Damir did not when they both just only started the game. Damir was promptly give his custom form. After this event Damir was mediocre at Dragon Sky, maintaining 3rd place at the American hub and 15th world wide. So Damir went rogue and started hacking the combat system of the Arena Gate in order to get ahead. Aegis would stop him, but Damir would just come back harder, until when one day Damir decided to plug out from hacking, and as he slipped his neural helmet off, instead of his room, he saw nothingness, then the figure that introduced itself as Omni.

Physical Description:
In his custom form he looks a lot like Aegis, large blue and black plate like scales, horns that point forward and that have a s bend to them. Damir is slightly less muscular than his brother, and instead of normal armor he wears a cloak and hood.

Stats:
ATK: 2
DEF: 2
SPD: 2
TEC: 4


Forms: 3000 OM


(Alternate form) Human Damir (2000)


Damir returns to his natural form, a rail thin human male at 5’7” with black hair and emerald green eyes.


ATK: 1
DEF: 1
SPD: 3
TEC: 5


(Tier 1 Powered up form) Legion: 1000
Legion is the ‘ultimate’ form of Damir’s custom Draconian form, he grows another foot in height, placing him at 8 and half feet tall, he forms lightish red patches of scars along his normal coloration. The process of going ultimate changes Damir's mind while he is Legion, becoming more brutal and vicious than he already is.


ATK: 3 + 2
DEF: 3 + 2
SPD: 2 + 1
TEC: 2 + 0

Proficiencies: 3000 OM

Physical Strength (1000), Ranged(1000), Debuff(1000)

Powers: 1800 OM

Flight (1800)

Moves: 1500

Claws: 300 OM
(All Draconian forms Requires Physical Strength)


Basic claws, retractable and 3 inches long fully extended, going down all the way when fully retracted, so that he does not hurt anyone when not fighting.


Lightning Arc : 300 OM

(Custom Draconian and Legion, Requires Range and Debuff)

Usually released in a short burst, about a 2 second long release. The arcs are verily telegraphed as Damir must take a (4 second long) deep breath in order to fuel oxygen and energy rich blood to his fundementum and gizzard to produce his lightning breath weapon. A successful hit on the absolute weakest opponent (i.e 0 DEF) can cause full paralysis for up to 2 seconds. An arc can reach up to 30 feet.


Acidic Spit: 300 OM

(Custom Draconian and Legion, Requires Range and Debuff)

It takes 3 seconds for Damir to gather enough acidic spit to form a ping pong ball size ball of spit. Within 6 seconds of contact, this acid can burn through Aegis’ absolute weakest opponent (i.e 0 DEF). However the spit oxidizes rather quickly, becoming neutral in 8 to 10 seconds. However within this 8-10 and after starting out strong, the acid weakens and slows overtime. The spray can reach up to 20 feet.

Flames: 300 OM
(All forms requires Ranged and Debuff)

Damir extends his hand forward and must concentrate as he quietly chants, thus making a gout of flames spew from his hand in about 3 seconds into the chant and reaching 10 feet in front of him, the gout takes a conical shape and at the end of its range forms a 1 foot diameter circle. Damir can only merely walk, anything else will disrupt his focus and break the spell. [b]This includes getting hit, any simple hit will waver his focus and will disrupt the flames completely. Damir must keep on chanting in order for the gout to seem continuous, the full chant is about 30 seconds long. However, Damir can restart the chant, but at the last 10 seconds of the chant the gout seems to weaken and sputter

Broad Sword: 300 OM


(Legion, Requires Physical Strength)

When Damir turns into Legion he summons a sword into his hand, the blade, black and crusted with a deep orange glow emanating from the cracks like cooling lava, the blade is hot to the touch, easing it as the user cleaves through opponents. The handle is a standard leather wrapped two handed hilt. The blade is 6 feet long and about 4 inches wide.

Total OM spent: 9,300

Moves pre-approved

http://omniverse-rpg.com/showthread.php?...5#pid90875

http://omniverse-rpg.com/showthread.php?...1#pid91401[/spoiler]
Wins: 0 /Losses: 0/ Deaths: 0/ Official Fights: 0

Avatar done by Nobutaton!!!
#30
Character Name: Iza

Character Source: OC

[spoiler]
Location: Starting out in the Nexus due to a respawn.

Role: Iza's intended for general playing purposes with Amaterasu down the line. There's no single intended role for her.

Appearance:
[spoi**ler]
[Image: witch-king-ringwraith~3.jpg]
[/spoi**ler]

History:
[spoile**r]
Back in the days before the Underverse was isolated lived a Secondary named Elizabeth. A necromancer of vast power summoned by one of Diablo's subordinate Primes - Dracula perhaps, possibly even Diablo himself -, Elizabeth used her magic to turn the dead against their former friends and caused much trouble for the united forces of the Empire, the Kingdom and the other non-Diablo factions.
Then Diablo was pushed back and Elizabeth, cut off from the main army, was forced into hiding. Because she remotely controlled the dead that she had raised none of her enemies knew what she looked like, which allowed her to evade the sweeps that entailed the closing of the Black Gate. Hidden in the Pale Moors, she went on to research how to free her Master from the Underverse, but to open the Black Gate again she needed the power of the ones who had closed it: she had to become a Prime. A "Lich" Prime, to be exact, an undead creature of magic that she knew of due to studying various books teaching magic from other worlds - spoils of war or acquisitions summoned by other Primes subservient to Diablo for her.
Using her knowledge of magic Elizabeth believed that she would be able to forcibly transform a Prime's body into a vessel to place her soul into, thus becoming a Lich with the powers of a Prime. Her research eventually resulted in the creation of what she named the Bone Crown, that she enchanted in such a way that it would be able to forcibly transform the person who wore it. The only thing missing was a victim Prime to place the crown on their head. What she never found out was that the enchantments from the spellbook she had used to enchant the Bone Crown did not function in the Omniverse. In other words, the Bone Crown was little more than a macabre piece of headwear.
Furthermore, in an ironic twist of fate Elizabeth was killed by an unknown Prime during her attempt to capture them, and the Bone Crown as well as the years of research remained in the Pale Moors, gathering dust and rotting away.

Omni took interest in her sometime after her death and eventually had her return as a Prime. However, the Prime who had killed her had decapitated her, and it carried over even through the resurrection: Elizabeth lost nearly all her memories and powers when she returned as a Prime, she even all but forgot her name. Of "Elizabeth" she only remembered "Iza". Of the spells that had once sown terror among her foes she had less left than a wizard apprentice. Of her former life she remembered too little to know who she once was.

Vaguely she remembers the Pale Moors and that there are items that may give her further insight, and because "Iza" is a very different personality than what "Elizabeth" was even though she technically is Elizabeth brought back, she hates her undead form that splits her apart from living beings, and seeks to find a cure to it. Now she roams the Pale Moors in search for explanations, though she has a nagging doubt that she will like what she's going to find.

(to clarify: Iza is Elizabeth, brought back as a Prime. Technically she has the same powers, abilities and body. Due to amnesia following her resurrection she has lost most of her memories and by extension the things that require knowledge to use well - spells and powers, namely. She is still the same person, though.)
[/spoile**r]

Level: 4
Spent OM: 3600 + 4400 + 2700 + 1000 + 1000 = 12.700/16.000
Proficiencies (3600): Physical Strength (1000), Ranged Proficiency (1000), Area Attack Proficiency (600), Debuff Proficiency (1000)

Powers (4400): Super Jumping - Flight (1800), Shapeshifting (1400), Stealth (1200)

Moves (2700):
Lich Dagger (300, requires Physical Strength) (approved here)
[spoil**er]
Normally Liches are able to spread their necrotic corruption with a cursed ritual dagger whose mere presence deters attackers from getting too close. In Iza’s case, not so much.
Her Lich Dagger is the broken remains of a sword (Image) that is rusted and blunt, though Iza is able to coat the blade in a layer of magic that sharpens it with minimal effort and will do so whenever she can (the non-enchanted form is strictly weaker - borderline useless). She lacks the skill to actually lengthen the blade so the range she gets from this is minimal. The Lich Dagger’s handle is ca. 15cm and the blade is 10cm long (note that the handle doesn’t “count” towards the range because Iza is holding the dagger there).
[/spo**iler]

Pyromancy (600, Ranged Proficiency, Debuff Proficiency) (approved here)
[spoil**er]
By focusing continuously, standing still and holding her hand out with her palm up, Iza summons a flame that is initially candle-sized (almost instantly), consumes a minimal amount of energy and gradually grows to the size of a small campfire (~5 seconds), if fed with more magic energy after that it simply continues to burn at its maximum size until used or extinguished. At its maximum size Iza can hold the flame for up to 20 seconds before it becomes too tiring to keep. Otherwise, presuming that she were to use the flames as soon as they reach their maximum size, she could summon up to 4 in a row before becoming too tired - obviously, the smaller a flame is the less energy it drains. It appears and grows on her hand, which is slowly scorched as the flame burns her. This is a cosmetic side-effect though.
Iza is able to throw the flame in a lob, with a maximum range of ~20m, to attack her opponent with it. It functions like a normal fire in that it can be extinguished, it can spread to other flammable materials, cannot burn on non-flammables etc. and deals about the same damage as a regular log fire of its respective size would deal. While in Iza’s hand it must be maintained with small amounts of magic power or else it is extinguished, including if Iza’s concentration is broken. After it is thrown it lasts for up to 5 seconds during which it aggressively catches on to something flammable, attempting to stay “alive”, otherwise it goes out by itself.
While using Pyromancy until the point where she throws the flame Iza must remain stationary and cannot use other moves.
[/sp**oiler]

Abyssal Formula (600, requires Area Attack Proficiency) (approved here)
[spo**iler]
This is Iza’s most powerful destructive magic, a forbidden spell. In order to cast it she must draw a complex circle riddled with arcane symbols and shapes on the ground, with a black ink-like substance that comes from her fingertips, and cannot use offensive moves during that time (though she can use defensive ones). While she can interrupt her work she must remain close to where she is drawing at that time (max. 2 meters away) and must resume work after 10 seconds at most, or else the entire circle's magic collapses, becoming permanently faulty even if completed. While incomplete or faulty the circle is just a more or less fancy drawing with incomprehensible glyphs and latin words, but once completed (and not faulty) it unleashes its real power.
Namely, the ground breaks away into a circular pit as large as the circle formula was. That pit goes down for ~3 meters – enough to do some serious damage. Anything above the circle remains unaffected, although things resting on the ground that breaks away would of course fall down. The pit's walls are uneven and can be climbed out of with some effort if an opponent has no other means of escaping it. After 10 minutes the pit then refills itself, "pushing" anything inside it to the surface.
Iza can make the circle any size she wants as long as its diameter is at least one meter, and the entire surface that she intends to subject to the Abyssal Formula can be painted (it can’t be obstructed by buildings, greatly uneven terrain etc). Due to the larger size it takes her exponentially longer to paint a circle the bigger it is, by the following formula:
(1 minute) * X², where X is the diameter of the circle in meters. 1m would be 1min, 2m would be 4min, 3m would be 9min and so on.
The amount of stamina that Abyssal Formula drains is based on the circle's size: assuming that Iza has 20 "units" of stamina, it takes as much stamina from her as it takes in minutes to draw the circle (so a 2m circle that takes 4 minutes to complete would take 4 units), and is drained only when the formula does its thing after the circle is completed. If Iza spends more stamina on a circle than she has available the circle will shrink to the maximum size that it can do with the available stamina then take effect, and Iza will pass out due to overexertion.
[/spoil**er]

Gravetouched (600, Physical Strength, Debuff Proficiency) (approved here)
[spoi((ler]
Having been to the realm of the dead has not left Iza without traces. Her body is covered in grave rot, remains of long-dead creatures rotten far beyond recognition. Her Lich magic turns that grave rot into a dangerous weapon.
Iza must draw out her necrotic magic by focusing for ~5 seconds, during which she cannot move, causing any visible parts of her body to darken and take on the appearance of a fouling corpse, in a sickly dark gray color. Her entire body becomes dangerous to direct physical contact at this point, including the shroud she is cloaked in, though Iza will typically attempt to establish that physical contact with her hands. Physical contact must be direct - it cannot be through a medium such as a melee weapon that an opponent holds as they hit Iza with it. However if an opponent is wearing armor, clothes or similar (a representation of DEF, not a shielding move) touching that armor/clothing counts as “direct” physical contact.
If Iza is able to touch her opponent the grave rot infects them by way of her lich magic. The effects become more intense the longer contact is upheld: very brief contact of less than a second will merely leave an uncomfortable numbness at that spot, while extended contact infects an opponent causing what Iza calls “deathtouched”.
This has the following effects: the limb(s) that is/are infected gradually numb(s), visibly rot(s) and become(s) increasingly hard to use, obeying the brain’s orders more slowly and less accurately than a healthy body. If touched for at least 10 seconds without break the limb(s) become “dead”, going limp, numb and not functioning, while looking like the limb(s) of a rotten corpse. Even things surrounding the deathtouched bodypart may appear aged and rotting, such as clothes turning to rags, metal rusting etc, but it’s a cosmetic side-effect with no bearing on the fight. After ~20 seconds of breaking the physical contact the affected bodyparts begin to heal again but it takes 10 further seconds for them to regain their function and become fully responsive again.
Iza can continuously maintain Gravetouched for up to 2 minutes of total time in a fight (such as casting it twice, leaving it in effect for one minute each time), tiring her a fair amount (after a minute she will be exhausted, needing to catch her breath for a while). She cannot use other moves or move faster than at a slow running pace (7-8 km/h) while it is in effect, and takes ~3 seconds after ending Gravetouched before she can use other moves again.
Using Gravetouched on an opponent’s torso and head only causes the rotting and other appearance changes as well as some discomfort (mainly fluff), but they remain fully functional. The actual debuff functions only on an opponent's limbs - the arms and legs on a humanoid, or similar limbs on other types of opponents. A maximum of half an opponent's limbs can be debuffed (so, 2 on a regular humanoid) at a time.
[/spo***iler]

Ember Celica (600, Physical Strength, Ranged Proficiency) (approved here)
Note: This move was approved for Sabrina, as you can see in the linked post. I'm passing it to Iza without any changes to its description besides replacing the name.
[sp***oiler]
[Image: CI_85166_1384123364.jpg]

While technically Yang Xiao Long's signature weapons, after coming into their possession in the Vasty Deep by coincidence Sabrina began using them as her own weapons. Now they have fallen into Iza's hands some way or another. The Ember Celica, also known as Dual Ranged Shot Gauntlets, are fist weapons with shotgun functions, allowing for melee and range attacks.

Description
The Ember Celica appear as metal bracelets on Iza’s hands by default, but when activated they cover Iza's hands and forearms, acting as arm guards. The gauntlets have a golden color and the shells inside are red and orange. They are made out of metal, thus they offer basic protection against attacks.

Ammunition and Reloading
Each gauntlet has a magazine belt with 12 shells in it. They have mechanisms similar to a pump-action shotgun that allow Iza to eject empty shells after firing them. She must do so before being able to reload. Because the mag holders are magnetic, Iza can reload them by tossing fresh belts into the air and allowing them to fall onto the magazine, as reloading by hand would be very difficult with the gauntlets being on her wrists and arms. Reloading takes about 3 seconds.

The Ember Celica can be loaded with different types of dust shells which have different effects. She currently has Slug Shells (Default).
Note: In the future I may purchase different dust types as moves/upgrades, so this is a placeholder/explanation for that situation.


Attacking Notes:
Iza is able to control if she wants a shell to trigger upon punching a foe, for security purposes (if her hand is in the way, for instance) or if for whatever reason she wishes to deal less or no damage with her punches - or save her ammunition. However, she must meet the following conditions to be able to fire her shots:
-She must have her hand(s) balled into (a) fist(s).
-She must throw a connecting punch with her fist. Backhand smacks, slaps, elbow hits etc. do not work.
-There must be at least one shell in the magazine for the hand she is using, obviously.

Punches with empty mags or without a shell fired for any other reason (the conditions not being met, or Iza deciding to not fire a shell) fall under normal Physical Strength: they’re not moves, and are strictly weaker (same speed of execution, deals much less damage and no special effects) than punches with a shell - even hitting someone with the metallic part doesn't do more damage than Iza's fist due to Omniverse physics. For obvious reasons, Iza cannot use ranged attacks with empty mags.

Slug Shells These shells are used by default. They create red kinetic energy pulses which explode in a flash of light when impacting, knocking enemies back. While the pulses themselves function like bullets in that they can be blocked, deflected etc. they do not have the piercing capability of bullets. Slug Shells are used for Slug Punch and Rifle Punch.

Slug Punch (Melee) A basic punch enhanced by a Slug Shell. The pulse leaves the barrel and explodes nearly immediately, creating the illusion of Iza’s fist exploding, and knocks the opponent back. Heavier opponents get knocked back less far. The explosion only affects the original target, it does not cause splash damage.
Rifle Punch (Ranged) A ranged attack where Iza punches the air, firing a distance shot at her opponent. This uses the Slug Shell. The pulse is around the size of a tennis ball and flies at an arrow’s speed. While it explodes and causes knockback like a Slug Punch, the effectiveness at a range is inferior due to the pulse losing energy as it travels.
[/spo***iler]

Bases(1000): Pale Moors Base (1000)

Unlocks (1000): 1x Stat Increase (1000)

Stats:
ATK: 1
DEF: 3
SPD: 5
TEC: 2
[/spoiler]
 [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...
#31
Character Name: Manny Pardo

Character Source: Hotline Miami 2: Wrong Number

C-Lister (1pt) (Minor character; niche series; same universe)

[spoiler]
Role: EPD Detective/antagonist to the Westside

Appearance:

[Image: tumblr_nk9otlbH1f1skzkffo1_500.png]

History:
Manny Pardo arrived in the Omniverse while he was investigating the "Miami Mutilator" case sometime in December 1991. He's been in the Omniverse for a couple of months now and joined the EPD to still pursue his detective career. Coruscant and Costa del Sol in The Vasty Deep are the only places he has been active at before but Manny is mostly allocate to Coruscant now. There were some minor cases that he has participated in and help solved but since gang violence is rising lately, he's been assign to help out control the issue.

Personality:
"Man, sometimes I hate this city."
Manny is filled with exhaustion and cynical towards his career most of the time. He can be reckless on his job and tries to portray himself as an action star.  His charisma is awkward when he tries to work it. Most of the time, his catchphrases are cliched towards women. There is a selfish desire he has for fame and can be aggressive about getting it. For combat, he's calm and has a strong stomach for violence that come in any ways as possible. Gangs and thugs are despised by him which he gives no mercy towards their kind even killing them but if he's alone without other EPD officers to witness it. Usually if he does kill the suspect and the EPD finds out, he'll say it was a self defense and had no choice.

Unlocks: First State Increase (1000), Second State Increase (2000), Communicator (200)

Stats:
ATK: 4
DEF: 3
SPD: 2
TEC: 4

Profinciencies:
Physical Strength (1000)
Range Proficiency (1000)
Area Attack Proficiency (600)
Debuff Proficiency (1000)


Powers:
Basic Super Jumping (300)
Stealth (1200)
Suppression (1000)
Advance Enhanced Senses (1200)


Moves:

Mossberg 500 Cruiser (300)-
[spo*iler][Image: Mossberg500Cruiser.jpg][/s*poiler]
A shotgun that can hold six twelve gauge shots. Range on the weapon goes from close to medium. Width of the spread from the pellets is four feet and shots can reach up to thirty yards which can damage multiple targets. Damage can be critical up close but does less if the target is at a medium range. Reload will take five seconds to load all the shells. It does have the ability to fire when it doesn't have all six shots for example, Manny can load any number of shots below six into his gun if he wants to and still fire them. Between each shot, this gun is required for a pump action so the next shell can be loaded in the chamber successfully. Manny does have the ability to hold this shotgun with one hand if he wants/needs to.

DT-29 Blaster Pistol (300) -
[spo*iler][Image: 2000?cb=20161208010330][/sp*oiler]

An imperial blaster that was given to him from the amount of time he's been working with the EPD. This blaster holds six shots in each power cell. The power cells are shaped as cylinders that contain the shot. Reload will take three seconds to put in a fresh cylinder. Range of the weapon can be short to medium range. Damage is normal at any range the bolt hits. The blaster is semi-automatic with each shot it fires.

E-11 Blaster Rifle (1800)
[spo*iler][Image: latest?cb=20151106030234][/spo*iler]
The standard issue imperial blaster rifle that Pardo uses when he's in heavy combat. Power cells hold 100 shots. Reload will take four seconds to put in a new power cell. Range on the weapon can be from short to long. For attachments, it has a telescopic range-finding sight and a folding three position that can turn the blaster into a full-length rifle which helps for better aiming on a long range target. Fire rate setting is automatic. There are three power settings which are: lethal, stun, and sting. Stun doesn't hurt the target but will put them in a unconscious state (fodder). Lethal will make the blaster bolts fatal. Sting can electrocute and immobilize the target for five seconds from a bolt. This can overheat the blaster for six seconds from one shot. Manny also carries two plasma cartridges that contain five hundred shots in each of them and can replace the standard power cell. Once both of them are used, it will take time for two of them to be summoned which is about three minutes.

Spent OM: 12900
[/spoiler]
[Image: 67857178B013071EE183FE5B7C3D87F4438C6BB8]
[Image: westside.png] 
#32
Character Name: Alphys

Character Source: Undertale

C-Lister (1pts) (Minor character; niche series; same universe)

[spoiler]

[b]Location:
Vasty Deep


Role: She’ll be a scientist working at Avengers Tower and she’ll help them out a lot, as well as potentially playing with Undyne and the other Undertale characters down the line.
Due to experimenting with Omnilium as a scientist, summoning and extracting various objects etc, she would be a better fit as an NPC Prime than as a Secondary.


Appearance:
[Image: OgQrXcf.jpg]


History:
[spoil*er]Alphys was raised in the suburbs of New Home (the monster city of the Underground) where she spent much of her time building robots and sorting through trash at the Garbage Dump. Outside of a brief friendship with the duo Bratty and Catty, she was pretty much a loner through her early life. Her biggest dream was to impress Asgore Dreemurr, the Monster King and she was after the big invention that would garner his attention.


One day, while attending a human fan club, she met a ghost (possibly named Happstablook if Papyrus’ account of things are correct). The two became fast friends and Alphys agreed to build him a body to inhabit. This led to the creation of Mettaton, the robot with a soul.
The robot would become the biggest celebrity in the underground as a TV Show star, launching Alphys’ own notoriety. The king was overjoyed by her accomplishment (mistakenly believing that Alphys had created a robot with a soul, not built a robot inhabited by a soul as she had really done) and made her his official royal scientist.


His first job for her was an experiment for discovering the nature of souls. Human souls can persist after death, while a monsters’ can’t. She managed to extract the material that allows the human souls to continue existing and inject it into dying monsters. This had the unfortunate side effect of causing the monsters to continue living and fuse together into horrific abominations. Unable to own up to her failure, she hid the monsters down in the basement, buried herself in her anime and never came out as the complaints piled up. She’d spend most of her time in the dump where she later met the love her life, Undyne. The two became friends, but neither were able to take it to the next step despite the obvious attraction.


Some time passed. The human Frisk entered the underground. Through security cameras she watched their journey and started to root for them. When the child came to her lab, she decided to insert herself into Frisk’s story. She enlisted Mettaton to pretend to try to kill the human while she kept jumping in to “save” the young heroine in distress. This would go horribly wrong as Mettaton betrays her plan and tries to kill Frisk for real. Alphys was so ashamed by what she did, she went back to burying herself in her anime.


To her surprise, the human child came around to forgive her, help her hook up with Undyne, and even served as the final push towards admitting the horrible things that occurred in her lab.


After the barrier fell, she admitted to the king what really happened in her experiments, and the returned queen fired her on the spot. No longer obligated to a royal position, she saw her life above ground as a new and more honest start. She spent her first day on the surface on the beach with Undyne before going to sleep in their rapidly-built shelter.


But it would be that night she would be taken by Omni.


Confused, lost, and depressed, she eventually made her way to coruscant where she was scooped up by the Empire Programming Academy. They would use her as an unwitting spokesperson as a means of promoting diversity to their school. Along the way, she got her hands on empire technology and quickly learned how it worked, but she didn’t really enjoy her time there. While the school board advertised for diversity, the students obviously did not. Many of the students often tormented her for being a “Piss-Colored Dinosaur.” She’d usually hide away in her dorm room, watching whatever anime she could find and scouring the internet for any sign of Undyne.


After over a half a year of bullying, she escaped out a window with a jetpack she built and fled to Costa Del Sol. There she would go from one job to the next, often getting laid off because of poor social skills. She’d often garner the nickname “Yellow,” because her name is hard to say in some dialects, though the name stuck with some of her later jobs, much to her annoyance.


While working for a data gathering agency, she was commissioned to look into the Avengers. She was shocked to discover Frisk amongst their roster. Unsatisfied with her current job, she decided maybe it’s time for a new calling, one with a familiar face at least.[/sp*oiler]




Level: 5 (22.000 available OM)


Proficiencies (2000): Ranged Proficiency (1000), Remote Control Proficiency (600), Buff Proficiency (400)


Powers (4400): Stealth (1200), Suppression (1000), Flight (800), Enhanced Senses; Basic (1400)


Moves (900):
[spo*iler]Sky Monarch (300) Remote Control Proficiency, Enhanced Senses (Basic)
Alphys can summon a helicopter drone from her backpack, taking about 4 seconds to do so, that gives her an extra eye in the sky. Whenever a target evades her Enhanced Senses, the drone allows her to look in two places at once for hiding foes who are not stealthed. The drone must remain within 30m of her to work, beyond that Alphys doesn’t receive a camera feed and the drone automatically attempts to pilot itself back into Alphys’ vicinity. It’s whisper quiet and small enough to be heard or seen easily, although Enhanced Senses can still detect it. Because it can move at up to 20 km/h (12.5 mph) it is quite mobile within that range and even able to dodge attacks aimed at shooting it down.
The Sky Monarch is the size of a small modern-day drone (~30x30x8 cm/13x13x3 in) and weighs 4,6oz (130g), making it pretty light.
Because it has no form of attacking and is rather fragile it can be taken down with one or two well-placed attacks. If it is broken Alphys can summon a new drone in her backpack, taking about 10 seconds of focusing during which she can’t move nor attack. Alternatively if she’s able to recover the wreck and place it in her backpack the drone will repair itself automatically over 10 seconds (without Alphys needing to focus). Piloting the drone is distracting, so she can only do very basic movement and communication; no moves or powers.
Maintaining the drone drains Alphys’s energy to the point where using it continuously would leave her very exhausted after 2 minutes.


Jetpack (300) Buff Proficiency, Flight
Alphys’ flight ability comes from the jetpack ability on her phone. This move allows her to hand over her jetpack to an ally. To do so takes only 2-3 seconds as Alphys straps it onto her ally’s back. Movement speed of the jetpack is always based on the user’s SPD. Because it’s no longer connected to the battery pack in Alphys’ bag, the jetpack’s charge lasts around 15 seconds of continuous usage before needing to be handed back to recharge. It can only be handed over to an ally once every 30 minutes or once per battle. Alphys can take the Jetpack back at any time without this time limit. If the ally neglects to land before the charge is used up, they will fall and crash, causing damage to the friend and breaking the jetpack. It takes 1 day to repair.
Obviously, Alphys no longer has access to her flight ability while someone is using her Jetpack, and if broken, she can’t use her flight ability until it’s fixed outside of combat.


Yellow Soul Mode (300) Ranged Proficiency
Using a special-implemented function on her phone Alphys summons a yellow-colored stylised heart (♥) around twice the size of Alphys’s palm, held with both hands, with the summoning taking a fraction of a second. It is able to fire bullet-sized yellow projectiles from its pointy end without a visible trigger pull, with the maximum fire rate being one per second. These projectiles move relatively slowly, covering about 10m per second, but fly in a perfectly straight line without being affected by gravity. After reaching the maximum distance of 50m they dissipate into harmless yellow dust. Because it’s an energy projectile its effects can be compared to a laser rather than a physical bullet.
Alphys must focus a little when using Yellow Soul Mode to land her shots, and while she can move while using it any speed beyond a fast walk would throw her aim off too much to hit anything important.
Each shot puts a slight stamina drain drain on her - she could fire around 40 shots before being completely spent.
While Yellow Soul Mode doesn’t interfere with other moves, the heart must be held with both hands to be used and thus can’t be used in conjunction with moves that occupy Alphys’s hands otherwise[/spoile*r]


Approval: http://omniverse-rpg.com/showthread.php?...4#pid93184


Bases: None


Unlocks: Communicator, MDD, Vita Compass


Stats:
   ATK: 1
   DEF: 3
   SPD: 2
   TEC: 4 [/spoiler]
[Image: eTZZc0W.jpg]
#33
Character Name: Blair Williams

Character Source: Terminator Franchise

B-Lister (2pts) (secondary protagonist; Same universe)

[spoiler]
Location: Anywhere that needs it.

Role: Marcus's love interest/girlfriend, etc..
Appearance: [Image: latest?cb=20090427150905]

Personality: Blair can handle herself in a fight at times, however if it has to deal with a ally or anything else, she will disobey strict orders to do her own thing.

History: Before Omni's pull into the Omniverse, Blair was being questioned by the Resistance for Marcus's sudden disappearance and her helping out a terminator. Before she was caught, she was in her plane at the time. When Omni pulled her, she got pulled in. It takes a while for her to summon what she needs to survive in this world, however. In this world, she aims to become a pilot in the Avengers.

Level 5
(22,000 Spent OM)

Proficiencies: (5700 OM)

Physical Strength – 1000 OM, Ranged Proficiency – 1000 OM, Basic Jumping – 300 OM, Flight (Form of a Resistance  A-10 Warthog) 1800 OM, Master Acrobat- 400 OM,  Stealth (1200), Basic Fusion

Powers: N/A

(1000 OM) Stats:  +1 Permanent Power increase- Tec +1- 1000 OM

Attack- 2
Defense- 3
Speed- 3
Tec- 3

Tier 1 Assist: Resistance Warthog A-10- 1000



ATK: 1
DEF:2
SPD:1
TEC:1

Moves:
Basic Fusion- 1000





Blair is able to summon a small version of her plane.

[Image: latest?cb=20100503161715]






Items: (1100 OM)
Communicator (200)
Mobile Dataverse Device (100)
Vita Compass (800)


Moves:
300 OM, Physical Proficiency, Ranged Proficiency- [b]Desert Eagle Mark XIX
[Image: 400px-DesertEagle50AE.jpg]
.5 inches
This is a gun without a fluted barrel on it. This gun is a .50 AE. Blair can shoot 7 shots in each round, with 7 rounds in total before she has to summon more ammo.


[Image: 400px-LARGrizzly_Mk1.jpg]

300 OM Physical Proficiency, Ranged Proficiency -LAR Grizzly Mark 1 - .45 Win Mag.- This is a speedy gun with a few fast shots per round. It takes Blair a few seconds to reload each round.[/spoiler]
[Image: marcus%20wright%20sig.png]

[Image: ytLTikp.png?1]
#34
Character Name: Betty (Bête Noire)

Character Source: Undertale

B-Lister (2pts) (Main Antagonist; Niche series; Same universe)

[spoiler]
Location: Varies (she probably will be apart of the Coruscant police department who will probolly be heading after Chara after Dark data for harboring monsters)


Role: Betty will be a rival of Chara's, working for the Coruscant police department to apprehend her, She will most likely be a npc prime due to her major role in Glitchtale.

Appearance:
[Image: glitchtale__betty_by_trashcanalphys-daprm9p.png][Image: 202e9ae12305e5a7ccdf6b15f4f3c5e818e8b963_hq.jpg]
Second picture is what betty looks like in a nutshell first picture is her more realistic body (second picture is just to get an idea of how she looks)


History:

To understand where Betty comes from we must go back further to when the monsters were sealed away. also major spoilers from the series in the spoiler from the glitchtale animation season 2 episode 2 and 1.

There were two siblings, one of bravery and one of Determination. They were powerful wizards who had sealed the monsters in the underground. They had agreed on how to run the kingdom up until each sibling had different ideas on whether to free the monsters or not. The Soul of determination wanted to free while Bravery wanted to keep the monsters sealed up.

Bravery confident in her ability's challenged Determination to a dual, If Determination could beat her they could open the barrier. The two of them started to fight and Bravery was winning, but her sibling had a unforeseen power, and while she slowly lost power, he gained power. Bravery was defeated and humiliated losing her trait. She banished herself to find a trait stronger than Determination.

Now its forbidden to change ones soul trait, as it has dangerous consequences. but Bravery did it anyway. Bravery came back and challenged Determination to a rematch. Determination was winning but instead of gaining power they lost it. The kingdom went into ruin as Determination grew weaker and weaker till the sister killed them.

Bravery's soul started to break as a result of the change in traits, so as she was dying she transferred her soul into something so monsters and humans and monsters never lived in peace. That soul was FEAR and the person who was the recipient of the soul of fear was Betty. Betty Was taken from her world to the omniverse after she had a run in with sans and Asriel, she killed sans.

Betty is a carefree person who has a friend akumu. Akumu is a playful creature that helps Betty wherever she goes. Betty is the only known person with a pink soul. she wears a dark pink skirt


Level: 5 (22.000 available OM)


Proficiencies (3000): Ranged Proficiency (1000),Physical strength proficiency (1000) ,Debuff Proficiency (1000)

Powers (5600): master enhanced senses (2000), Insight(1600), fusion (1000), symbiosis (1000)

Moves (1200):
Soul spear (600) (requires physical proficiency, ranged proficiency)
Betty will summon her soul and it changes to a spear (official time is about five seconds of standing still and little concentration). the spear is about two and a half feet long from tip to tip, and its a inch in width. She can aim it at something with fair accuracy, and when she throws it will fly at the speed of an arrow. she then can real her catch back in but she may chose not to pull them in and just take the spear back. (she aims for the soul of a person) The major downside to this spear is that if someone was to grab it and snap it. betty would take grave amounts of damage, and its somewhat draining. (this attack is locked in betty's base form) the spears can be used as melee weapons, like a harpoon. if it hit it may pierce through something. she can move at a walk with the spear summoned. for the other moves it may be used with soul of fear. The range is about 15 feet, as for damage it can be quite a powerful weapon for its purposes. It requires moderate consentration to keep it from becoming lost for obvious reasons and that she can't summon it back to her hand. (is about 15 seconds max)
(depending on stats betty can pull someone towards her)
=================================================================================
The soul of fear (600) (requires debuff proficiency, telepathy) Betty will look at someone and with her information she has (cast time is ten seconds of major concentration). she will create a form of someone they love or care about causing more the most part a stun effect. the move is only usefull if she has enough info on someone's memories. the move is really a couple time per battle move as its really draining.  the debuff lasts about ten seconds, but if the Tec is equal or higher on the opponents side, or the info is wrong the Debuff wont work and is lost energy (or she can go the scary route and freak the person out same rules as before with Tec needs to be at least one higher to work equal or higher opponent Tec makes it not work). Another mode is if she is not in Bête noire mode. it is a much weaker form of the fear attack but it can make a moving car look like its going to hit her or a "animal" is going to attack her. Same with the major mode if the Tec is any higher than hers it is broken. (max effective range is about 25 feet) the soul of fear move can be used while moving but its downgraded to the base form as its harder to keep up the form. 
=====================================================================================
Scythe (300) (requires physical strength proficiency)

Betty in her base form may use this attack. It is a pink scythe summoned in around five seconds of continuous concentration (its either the spear or the scythe out at the time not both out at once. The spear is another move to be exact). the blade its self is around 2 to 2.5 feet long and the handle is around 4 to 5 feet in length. she can hold the scythe in two styles (one is with both hands on the scythe, gives her a greater control of the scythe but loses a few feet of distance she would of had) she usually uses one hand to hold and to swing.(the damage is fair) it can be knocked out of her hands or broken. the downsides are that the scythe blocks akumu from fighting as an assist (due to akumu being the scythe basically, its weird), the concentration is fair, and to actually swing the 20 pound weapon takes a lot of energy out of her. and it will shatter with a fair amount of abuse in general it can stop a saw made of magic (im guessing if the saw was real it would be diamond tipped) (meaning she has to summon another one).

One handed combat mode (the range is around four to seven feet range wise) (disadvantages are that the scythe can be dropped easier, she has to take time to aim if she wants to be somewhat accurate in fighting (and the strikes are slightly weaker). a fair concentration increase, due to not wanting to cut themselves and aiming) (the major pro is that she can run, jump, etc. with little difficulty for there ability's)

Two handed combat mode (the range is around three to six feet in range) (disvantages  are that she must move at a walk or slower (jumping is ok in bursts) her strikes get stronger due to her being able to think and execute properly attacks on the foe.

(This is not a spear, but this is a different move)
==================================================================================
Akumu (tier one assist) (1000) (requires shape shifting)
Stats
ATK:2
DEF:2
SPD:1
TEC:0
Akumu is a hot pink spherical creature in its base form. it changes when betty goes into Bête noire mode. It will only activate in bête noire mode

Bête noire (tier one power up) (1000) (requires shapeshifting because change in shape.)
[Image: bete_noire__betty___w__speedpaint__by_ca...aqf9ax.png]
Betty and Akumu change forms into there Bete noire mode. Bête noire mode is where there true colors fly She can only use her soul spear and her powered up form of soul of fear. She is fearless and will stop at nothing to get the job done. (akumu changes shape and is instantly activated upon Bête noire mode the only reason Akumu goes back into normal mode is if there is not enough sp to power both people or if Akumu is not around, or if betty wants to keep Akumu out of the fight)
   ATK: 1 (3)
   DEF: 3 (3)
   SPD: 2 (3)
   TEC: 4 (6)

Bases: None

Unlocks: MDD, Vita Compass

Stats:
   ATK: 1 (4)
   DEF: 3 (3)
   SPD: 2 (2)
   TEC: 4 (6)
Akumu (assist)
   ATK:2
   DEF:2
   SPD:3
   TEC:0
Akumu has two forms his normal and then the Bete noire mode. check the moves for Bete noire mode.[/spoiler]
                                            [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!"
#35
Name: Clay Griffin
 
Source: Original Character
[spoiler]
Role: Recurring character in Zedd’s stories, for either him or the secondaries involved with him. Sometimes on his/their side, sometimes not. If you need to know a bit more I’ll explain in Skype/PM so I don’t give it all away.
 
Appearance: Clay is in his mid-twenties, with tanned white skin and shaggy brown hair. When he is loitering around his home, he is frequently seen wearing loose workout clothing or a swimsuits. Once he's out and about and trying to make a difference he wears tactical clothing with a camouflage theme relevant to that region. He also wears a tactical vest and an earpiece, and has the ridiculous number of pouches and pockets on his person filled to the breaking point with all sorts of items - sometimes helpful, but other times not so much.
 
History:
 
Clay comes from a normal world where he was a normal person, prior to the Omniverse. He had no unique powers or abilities. Instead he was just a regular guy who went to school (splitting his time between partying and studying), got a desk job at graduation, and toiled through the workforce. When he arrived at the Omniverse he was utterly and completely shocked by the fantastic world, and even moreso that someone like him would end up in a place like this.
 
He migrated to Coruscant, where he continued to work a low key desk job just like before, knowing not much else and certainly having no skills to survive in any remotely hostile verse. He learned the true differences in between primes and secondaries in this time period, keeping the fact that he was a prime a secret. He steadily gathered Omnilium, and then when he acquired enough he used it all to do what any sensible person would do when given the power to shape the world freely: build a mansion and live like a king.
 
Clay now spends most of his time at his personal island in the Vasty Deep. He is tended to by secondary servants created from his own Omnilium, and occupies himself with quite simple and mundane things, such as watching movies or TV, as well as enjoying his personal beach, pool, and other facilities in his giant home.
 
Still, what started as pure bliss has worn on his mind. The fact that his secondary friends that visit from Coruscant are summoned and created just like his servants has begun to eat away at his psyche ever so slightly. After seeing enough about the Omniverse’s troubles on TV, he has decided to get involved to distract himself from those thoughts. Having spent all of his time recreating lazily, he doesn’t have much in the way of skills or abilities, but what does that matter? He’s a prime, and primes are the unstoppable kings of this land.

Right?
 
Stats:
 
ATK: 4
DEF: 3
SPD: 1
TEC: 2
 
Proficiencies: Physical Strength (1000), Ranged Proficiency (1000)
 
Powers: Basic Super Jumping (300), Master Enhanced Senses (2000), Insight (1600), Basic Regeneration (1300)
 
Moves: Approved here: http://omniverse-rpg.com/showthread.php?...0#pid94800
 
M16 Assault Rifle (requires Ranged Proficiency) – 300 OM
A fully automatic weapon which can be used while moving. It fires two rounds per second. It has a magazine size of 20 rounds and takes two seconds to change out the clip. Clay can carry up to twelve magazines on his person (scattered across his various tactical pouches) - he can replenish these when he has enough time to summon more between fights. Clay stores this on his back, so it can be grabbed on the fly, provided it doesn’t get tangled up with the shotgun he also keeps across his back. The bullets themselves do little damage, it is accurate up to 350 yards. The weapon is capable of more, but Clay lacks the training to utilize it to its full potential. Clay is not skilled enough to use this weapon in conjunction with any of his other weapons.
 
Sig Sauer P226 - Requires Ranged Proficiency (300) - A fairly standard, black pistol that Clay keeps in a thigh holster on his right side. It takes him about two seconds to draw it from the holster. The pistol holds fifteen rounds in the magazine, plus one that he always keeps in the chamber. When empty, if he has a fresh mag on his person (he carries two on his belt and two on his vest for a total of four spares), it takes him about four seconds to reload the weapon. Reloading takes all of his focus, and he is susceptible to being caught off guard while doing so. Clay can accurately shoot up to 10 yards in a hurry and on the move, and around 25 with a little more aim and concentration. It fires .40 S&W rounds, allowing him to be accurate and have solid stopping power at the same time. It is semi-automatic, so it will fire just as fast as he can pull the trigger. Clay is not skilled enough to use this weapon in conjunction with any of his other weapons.
 
Remington 870Requires Ranged Proficiency (300) - A standard, black twelve gauge shotgun. Clay typically keeps this slung over his back, which takes him about six seconds to get it into his hands and ready to fire, or more if it gets tangled in his other equipment. The shotgun has four shells of buckshot in the tube and an empty chamber while he's traveling, plus an additional six rounds stored on the side of the gun for quick access. Between every shot he must pump slide to load a new shell into the chamber. Though he can pump almost instantly after firing, loading the additional shells on the side into the barrel directly can take as much as five seconds to load and fire, slowing down his last shots considerably. The maximum range of the weapon is around 35 yards. Though up close it has devastating stopping power, the further away he gets, the less damage it does due to less pellets actually hitting the target. Clay is not skilled enough to use this weapon in conjunction with any of his other weapons.
 
Combat Knife - Requires Physical Strength (300) 
A solid, heavy steel combat knife that Clay wears on the left shoulder strap of his bulletproof vest. It has a blade length of 7 inches, and an overall length of 12 when including the grip. The weapon hangs with the handle towards the ground, so he can draw it in a fluid downward motion with a great deal of speed. Though it is a remarkably sturdy weapon, Abner sacrifices power for speed and handling ability with this weapon. Clay is not skilled enough to use this weapon in conjunction with any of his other weapons.
 
Bases: Vasty Deep island with Tier 1 Fortifications. (2000 OM)
 
Total Spent OM: 10,400


Related to this, I'll be using the original six Power Rangers alongside him. They'll all be secondaries, but just making sure I checked out canon characters properly since it's a group of them (I've got enough free secondary slots).

[Image: 300f0efbc5d32095318eca06131f0d33.jpg]

[/spoiler]
[Image: zedd2018.png]
#36
Character name: Akame

Character source: Akame Ga Kill

B-Lister (2pts) (Main Character; Niche series; Same Canon)

[spoiler]
Character history: Akame and her sister were sold by her parents to the Empire, who trained them and numerous other children to become trained killers. Their skills were put to the test to turn them into the most deadly assassins in the Empire, but eventually Akame became fed up with the Empire's ways, and subsequently left to join the Revolutionary Army.
Akame wound up in the Omniverse after Night Raid's battle with Dr. Stylish and his army of super-human like soldiers. When things were looking tough for Stylish, he injected himself with his yrump card: Danger Beast Shot, which granted him strength equal to a Danger Beast and the size to match. The only way to kill Stylish would be with Murasame. So, a paralyzed Akame was piggy-backed into battle by Tatsumi, whose demon armor Incursio prevented paralysis. Tatsumi ends up throwing Akame into the battle field striaght for Stylish's flesh, where one strike would be all she needed. As she closed in on him, however, she blacked out. Her sword pierced through the Doctor and she flew over him, unconscious. She found herself waking up Iin front of the giant diety known as Omni, when she regained her conscienceness.

Physical Description:
[Image: akamerrsr.png]

Level: 2

Total OM: 5800

Stats: One stat upgrade (1000)
ATK: 2
DEF: 2
SPD: 3
TEC: 4

Proficiencies: Physical Strength (1000), Ranged Proficiency (1000)

Powers: Foresight (1,500), Master Acrobat (400)

Moves:
Murasame (300 - Requires Physical Strength): The one cut kill curse blade Murasame is Akame's Imperial Arm. When this blade cuts through her enemies flesh, a curse runs through their viens and into thier heart, halting their pulse. This leads to instant death, or it would if Akame were in her home universe. In the Omniverse, Murasame's curse is null making it a regular sword as of now. Take 1 second to summon. The blade is around 1meter long and has a red hilt. It's a katana, so it has only one edge. When Akame fights, she holds her sheath in her left hand and Murasame in her right.

Hikisaku (300 - Requires Ranged Proficiency): A wave of crippling energy emits from Murasame like a black fire. Akame swings Murasame through the air and sends a wave of energy that covers three feet in height, but is very thin in width. Can be swung in any direction, horizontally, vertically and diagonally.When it finds a target, be it flesh or steel it lets off a small booming sound and erupts into a short burst of fire, it doesn't burn, but it makes Akame's attacks feel much more solid. Stroke takes a while second to ready by cover flame from hilt to tip in that second. It travels on until finds a target, or flies for 5 seconds. The speed at which it travels is roughly 30mph. So it wouldn't be very effective from a long distance anyways with ample time to dodge it. It needs 5 seconds to recharge before Akame can make us of it again.

Spent OM: 5500[/spoiler]
[Image: pI1klOP.jpg][Image: oonLBas.jpg]

Quote:There is no way to train your heart to be invulnerable.
- Lubbock, Akame ga Kill
#37
Character Name: Luna Lovegood

Character Source: Harry Potter

B-Lister (2 pts) (Supporting character; same canon)

[spoiler]
Character history:

Luna Lovegood was a witch among a secret society of magic users. She was a war hero, having fought against the Dark forces numerous times in her young life, being an influential member of Dumbledore's Army, and having fought at both the Battle for the Prophecy and the Battle of Hogwarts, among other heroic deeds. Her friends and family assumed she had died in the Battle of Hogwarts, but her body was never found. But these are all things you can learn on the back of a chocolate frog card.

Luna was abducted into the Omniverse following that battle, and she was a very mentally unstable person. She had never seemed to fully understand reality at the best of times, and after a very long kidnapping by Death Eaters and a very violent magical war, this was certainly not the best of times. Her insanity, always brewing just below the surface, exploded into the Omniverse.

Luna was wandering through the Tangled Green and muttering to herself when she was discovered by Dualth, a Rodian Jedi Master. Through careful training, Dualth taught Luna how to tame her insanity through the Force. Dualth put a force crystal in Luna's wand, and then together they made Luna a second wand with a Force crystal as well. Luna was trained not only in the mystic arts of the Force, but also the martial aspects, becoming a master of the dual-wielding lightsaber combat style known as Jar'kai. She came to incorporate her magical prowess with the fighting style as well, shifting seamlessly between casting spells and high-level lightsaber combat techniques.

Luna knows the only way to keep her sanity is through using the force, and that she only use the Force for good lest she turn to the dark side, and thus a symbiotic relationship was born between Luna and the innocent civilians of the Omniverse.

Luna now wanders the Omniverse, looking for good deeds to do and evil to destroy.


Physical Description:
[Image: e0d95a05b465eeb3129eec01e123b431.jpg]

TOTAL STARTING SPENT OM: 7000


Stats:
ATK: 3
DEF: 2
SPD: 3 (1000 OM)
TEC: 3

Starting Proficiencies (2000): Physical Strength (1000) Ranged Proficiency (1000)

Starting Powers (1300): Acrobatic (400) Telekinesis Basic (400) Superjump Advanced (500)

Starting Moves (2700): Dual Lightsaber Wands (600) Stupefy (300) Protego (300) Stupefy Protego (300) Incendio (300) Force Push (300) Dual Stupefy (600)


Dual Lightsbaer Wands (600)- Ranged Proficiency, Physical Proficiency

Luna dual-weilds a pair of magical wands that have been fitted with force crystals allowing her to also manifest a lightsaber through the wand.
When she is not using the wands to produce a lightsaber, Luna can use one or both of the wands to cast a spell. Luna cannot maintain a lightsaber with the same wand she is casting a spell with.
Luna can seemlessly and instantly transition betwen using either of the weapons as wands or as a lightsaber.
It does not drain Luna's energy to maintain a lightsaber. It takes her approximately one second to draw her weapons.

The first wand is Willow, firm, with a Unicorn Tail core, and a Dantooine Crystal that prodcues a cyan lightsaber blade. The blade is thinner and shorter than most lightsbaers, at 75 centimeters long, and emits an unuaslly high-pitched hum. Luna uses this wand most commonly to attack.

The second wand is Pear, firm, with a Banshee Hair core, and a Dantooine Crystal that prodcues a cyan lightsaber blade. The blade is thinner and shorter than most lightsbaers, at 75 centimeters long, and emits an unuaslly high-pitched hum. Luna uses this wand most commonly to defend.

The reason this move costs 600 OM is because Luna uses the lightsabers to defend and attack; all spells are their own moves.


Stupefy (Stuning Spell) (300) Requires Ranged Proficiency-
This spell requires that Luna aim her wand and perform the incantation 'Stupefy', a process which takes about one second, after which a bullet-sized projectile of red light shoots from the tip of her wand towards where she aims. It moves at about the speed of an arrow. If the projectile hits its intended target, the target is hit with a kind of magical blunt-force-trauma that doesn't leave any recognizable marks. This spell can be cast three times in a ten second period. It has a range of about 100 feet.



Protego (Sheild Charm) (300) Requirements- Physical proficiency
Luna's primary means of active defense. Luna knows this spell so well that she uses it non-verbally and instinctually; it takes her less than a second to activate it, though she must be holding her wand. Luna creates an invisible shield of magical force about two feet in diameter directly in front of the wand. This shield is roughly the shape of a half sphere. This invisible shield stops or slows any force from its front side. She can maintain this shield for 1 second at a time, and can use it an unlimited number of times per day. This spell is not very draining, but becomes more draining if Luna casts it many times in a short period, or if protecting against strong attacks. This shield might not be strong enough to deflect all attacks. Lana's DEF is 2; this spell negates up to 2 points of attack. So, a character with 4 attack who shoots a gun at the shield would do damage to Luna as though they had 2 ATK.



Protego Stupefy (300) Requirements- ranged proficiency

Luna cast a stunning spell and a shield spell simultaneously, lowering the effectiveness of both. Her ATK score is treated as one point lower than normal for determing the damage of the stunning spell, and her DEF score is calculated as one point lower for determining the strength of her shield charm, and both actions are subject to an effective -1 to Luna's TEC score. This move takes one second to perform.




Incendio (300) Requirements- Ranged Proficiency

Luna aims one of her wands, shouts the incantation Incendio, and shoots a gout of flame from one of her wands in a cylinder about a foot in diameter directly in front of the wand. Luna can maintain this flame for up to five rounds. She can move while she channels this spell, but only slowly, and keeping her concentration on the spell. This is the most draining of Luna's spells, and while she is channeling it, she cannot cast other spells with her other wand or maintain a lightsaber blade on the other wand. This spells has a range of 40 feet. It moves about as fast a flamethrower and is very damaging. It takes Luna two seconds to perform this spell.



Force Push (300) Requirements- Ranged Proficiency, Basic Telekenisis

Luna extends an open palm toward a target and unleashes an invisible blast of psychic force energy. This energy is a sphere one foot in diameter moving about as fast as an arrow. If she is currently wielding a weapon, the weapon will float in the air for a moment while Luna performs the Force Push. The Force Push is less damaging than Luna's Stunning spell, but it is more likely to hit, less likely to be dodged, and can sometimes push the target up to ten if the target has a low DEF. It takes Luna one second to perform this move.



Dual Stunning Spell, Teir-1 supermove (600) Requirements- Ranged proficiency

Luna focuses her energy, brings both wands in front of her, and uses the incantation 'Stupefy', after which a single fist-size projectile of red light shoots from the tips of her wands towards where she aims. It moves at about the speed of an arrow. If the projectile hits its intended target, the target is hit with a kind of magical blunt-force-trauma that doesn't leave any recognizable marks. This spell has a range of about 100 feet. This spell takes two seconds to cast.

This spell is very draining to Luna, and that drain is represented by the loss of 1 SP.


I confirm that I have read and agreed to the Rules of Conduct. Yeah, once

Where did you find us? HI ITS ME HARRY IM A WIZARD
[/spoiler]
[Image: rsz_favimcom_art_eyes_glasses_harry_660199.jpg]
#38
Character Name: Might Guy (Goes by 'Guy')

Character Source: Naruto

B-Lister (2pts) (Supporting character; same canon)

[spoiler]
Level: 6
Spent OM: 28000
Consumed OM: 4800

Age: Late twenties
Hair Color: Black
Eye Color: Black
Height: 6’ 2’’ (approximately 184 cm)
Weight: 148 lbs (approximately 67 kilograms)

Character Appearance:

[Image: 7a9c978e89d083c245b3d053e345b14b.png]

Character History:
Growing up in Konohagakure, within the Land of Fire, Might Guy’s family was somewhat of a rarity. Unlike their peers, ninja capable of performing great feats by manipulating the elements and summoning formidable beasts, the Might clan appeared talentless and pitiful. Both Might Guy and his father were known throughout the village as ninja seemingly lacking the inherent skill to use either ninjutsu (skills using chakra control and hand seals) or genjutsu (illusions). Rather than give up the shinobi lifestyle, they opted to instead hone their skill at taijutsu, or hand-to-hand combat. Through dedication and intense training, each eventually becoming stellar ninja in his own right, despite their shortcomings. Might Guy himself eventually surpassed his father, being described as peerless in his mastery of taijutsu, even by the legendary Madara Uchiha.

Through the years Guy excelled in his ninja missions despite his handicap, chalking it up to his boundless optimism and effort (his “spirit of youth”). His tireless efforts and aggressively positive demeanor left an impression on his lifelong rival, Kakashi Hatake. The hard-working and proud Guy served as a the perfect compliment to the sullen prodigy, with the two men growing stronger together as they worked to protect Konoha against such threats as Orochimaru and the Akatsuki.

After his clash with Madara Uchiha and his seeming ‘death’ after opening all eight Inner Gates, he awoke in the Omniverse. Since arriving he had spent time in Camelot, assisting the populace by fighting off encroaching beast and entertaining the masses regularly in monster battles in the Colosseum.

Character Personality:
Might Guy’s personality can be described as pure optimism and confidence. He is wont to bursts of emotion, often viewed by outsiders as comically over-emoting, though Guy takes himself quite seriously despite how he may come across. He never backs down from a challenge, often setting himself seemingly impossible goals on a whim in order to push himself to be his best, only to fail and set an even loftier, more impossible-seeming goal. He is friendly and dependable to a fault, always willing to do what he can for those he cares for.

Fighting Style:
A practitioner of the Strong Fist style, Guy battles with an all-out offensive style of fighting. Each strike is thrown with utility in mind, aiming to deal as much damage as possible with less stress on form and special stances. Though blocking and dodging are occasionally used, more often than not, Guy is a strong believer in "the best defense is a strong offense".  Note: Guy is an homage to Bruce Lee, so this style can be compared to Jeet Kune Do, if that's helpful. He is also prone to calling out the names of his attacks, sometimes made up on the spot.

Proficiencies: (1000); Physical Strength (1000)

Powers: (3000/8000); Super Jumping [Basic] (300), Foresight (1500), Master Acrobat (400), Burst Movement (800),

Moves: (300);

Sōshūga (Physical Strength; 300 OM)
[Image: o8rzgk.png]

A pair of intricately-carved nunchaku, each stylized with scale texture and shaped to resemble a dragon's head at the base of each handle. Each segment is approximately one foot in length and adjoined to a second piece by a fine, yet sturdy, twisted rope. These are typically kept tucked in the user's belt when not in use.

Super Moves: (1400);

Morning Peacock – Tier I Offensive Super Move (600; Physical Strength)




Through use of the Sixth Inner Gate, the Gate of View, the user gains the ability to unleash a barrage of punches and kicks with such speed and ferocity that they set the air ablaze. With no focus on direct hits, the storm of fiery punches produces a shape reminiscent of a peacock’s tail directly in front of the user before the he/she lines up and throws a final savage strike capable of ragdolling enemies up to 3 meters. As this relies on opening the Sixth Gate, this technique is understandably quite draining (SP) and is not maintained for longer than 15-20 seconds at a time.

Daytime Tiger – Tier II Offensive Super Move (800; Physical Strength)



By briefly opening the Seventh Gate, the Gate of Wonder, the user can focus for a few seconds before raising an empty palm before them and instantly snapping it shut, the force of which builds up enormous pressure. The user's hands then rapidly form the tiger hand sign and are thrown forward with such incredible ferocity that the air is forced forward in a tremendous pressure wave in the shape of a snarling tiger. Upon impact this wave detonates at a single point, releasing the pressure in an instant to devastating effect. Though this explosion is enormously strong, it does not harm users more than a few feet away from the impact point beyond perhaps jostling or knocking them back. As this relies on opening the Seventh Inner Gate, this technique is far and away the most physically exhausting technique on the body (SP) of the user's repertoire and requires the user to rest for a few seconds before perform any action, including walking.

Transformations: (2500);

Seimon: Gate of Life – Tier I Power-Up (1000)

By forcing open the third Inner Gate, the user is capable of boosting their combat potential to superhuman levels by dramatically increasing heart rate and blood flow through the body. This grants the user enormous strength and speed, far beyond the limits of a normal human. The increased blood flow is marked by a deep reddening of the skin.

ATK: +2
DEF: +0
SPD: +2
TEC: +1

Shōmon: Gate of Pain – Tier II Power-Up (1500)

Pushing one’s body further allows the opening of the fourth Inner Gate, the Gate of Pain. This limit is so-called due to the user’s muscles are stressed to the point that tearing becomes very likely, due to being pushed beyond their usual maximum. Though this stage does not appear very different visually, the difference in strength and speed are obvious.

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

Assists: (0); N/A

Items: (4800); Senzu Bean (1000) x2, Elixir (100) x10, Soldier Pill (300) x6

Unlocks: (15000); Stat Upgrade I (1000), Stat Upgrade II (2000), Stat Upgrade III (4000), Stat Upgrade IV (8000)

Base stats:
ATK: 4 (6) [8]
DEF: 4 (4) [5]
SPD: 4 (6) [8]
TEC: 2 (3) [3]
[/spoiler]
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[Image: iVYCKow.jpg] [float=right][Image: HeroesGraveyard.png][/float]

#39
Name: Ra'Tima

Source: Original (Skyrim, technically speaking)
[spoiler]
Why Prime NPC?: Ra'Tima is an important and powerful figure from Skadi's story. While her temperament shifts like the sands, she has generally been an ally to the Lich. This being said, she's also always been a pretty good deal stronger than said Vampiric Necromancer and I'd like to keep that dynamic going.

Personal or Site?: Personal

Source: Original (Skyrim, technically speaking)

Appearance:
[Image: ratima_by_himitsuitami-d9oin06.png]

Personality: Sharp and sarcastic, she doesn't like to daddle around with people who have no interests in her wares.

Character History: Growing up an urchin, Ra'Tima quickly became deeply involved with her homeland's equivalent of a Thieve's Guild, though she did eventually start picking up various contracts from a shady organisation called The Dark Brotherhood. The hot desert sands and dusty badlands taught her how to be a cut throat merchant, thief and killer if needed. Eventually she established herself and began to lead her own band of thieves, quickly gaining control over her region and defending it with tooth and claw. Having had her guild thrive, she turned to setting up trading routes and leading several caravans through her country.

Possible Reactions: A smooth talker with a sharp wit, Ra'Tima can be fairly impatient at times if she feels like she's being played with or led on. Viewed as an experienced merchant and thief, she knows a good deal when she sees one and will always remember if someone tried to give her a raw deal. Having a short temper, she can often be blunt and want to cut straight to the point.

Combat Style: When she attacks, it's a storm of biting fangs and deeply gouging claws. She knows when to stop and fall back, smart enough to recognize that it is best to take a loss and live to fight another day. Usually she kills her attackers with little to no remorse, though every once in a while, she might spare one in order to spend a message.

Skills: A great thief and a notable merchant. Her words are like milk and honey to the weary. Having practiced for many years, she is an excellent pickpocket, lockpicker and a master in the arts of going unseen when she wishes to disappear.


Alrighty, Here's the number-y part

Level: 5

Spent OM: 20,000

Stats:
  • ATK: 2 [5]
    DEF: 2 [2]
    SPD: 3 [7]
    TEC: 6 [9]
Upgrades:(7000) Stat Increase DEF (1000); Stat Increase SPD (2000); Stat Increase TEC (4000)

Base:(1000) Base Unlock - Dunes (1000)

Items:(1100) Communicator (200), Mobile Dataverse Device (100), Vita Compass (800)

Proficiencies:(3000) Ranged (1000); Physical(1000); Debuff (1000)

Powers:(5800) Master Acrobat (400); Advanced Enhanced Senses (1700); Stealth (1200); Suppression (1000); Basic Telekinesis (400); Burst Movement (800); Basic Super Jumping (300)

Moves:(600) Summon Bound Dagger (300); Summon Bound Bow (300) [APPROVAL]

Summon Bound Dagger (Physcial Proficiency, Debuff Proficiency) - 300

When cast, Bound Dagger equips an ethereal version of the Daedric Dagger for 120 seconds. After this the dagger 'evaporates' and must be resummoned. This is relatively powerful, but takes a full five seconds to summon. While summoning the dagger, the caster must use their full concentration, being unable to attack or defend during the five seconds- they may only move around at a walking pace. Summoning this dagger is moderately draining. Using this dagger is moderately draining on the caster's stamina.

When hit by this dagger, the target feels a sensation of creeping cold radiating out from the point of impact. The cold stiffens the muscles, acting like frost and slowing the target through fatigue. This effect gets more debilitating the more they are hit, starting out fairly weak with one strike and building up to it's maximum effect with seven strikes. At maximum, it can leave an opponent cold and tired feeling for 30 seconds after which they slowly gain their vigor back. If hit by less than seven strikes, the effect takes three seconds per strike to dissipate. Can stack with other frost-based debuffs.

Summon Bound Bow (Ranged Proficiency, Debuff Proficiency) - 300

When cast, Bound Bow equips an ethereal version of the Daedric Bow and 100 ethereal Daedric Arrows for 120 seconds. After this the bow and all arrows 'evaporate' and must be resummoned. This is relatively powerful, but takes a full five seconds to summon. While summoning the bow, the caster must use their full concentration, being unable to attack or defend during the five seconds- they may only move around at a walking pace. Summoning this bow is moderately draining. It requires both hands to use, and as such other moves may not be used simultaneously. Arrows launched from this bow fly at around 300 feet per second- the speed of the average arrow. It has a maximum effective range of ~100 meters. Caster can shoot a single arrow per six seconds, this includes the time it takes to nock, draw, aim and fire the arrow. Using this bow is moderately draining on the caster's stamina.

When hit by an arrow from this bow, the target feels a sensation of creeping cold radiating out from the point of impact. The cold stiffens the muscles, acting like frost and slowing the target through fatigue. This effect gets more debilitating the more arrows find their mark, starting out fairly weak with one arrow and building up to it's maximum effect with five strikes. At maximum, it can leave an opponent cold and tired feeling for 30 seconds after which they slowly gain their vigor back. If hit by less than five arrows, the effect takes three seconds per arrow to dissipate. Can stack with other frost-based debuffs.

Transformations:(1500) T2 Nocturn's Incarnate (1500) [APPROVAL]

Nocturn's Incarnate (Tier 2 Power Up) - 1500

Ra'Tima raises a charm of the Daedric Prince Nocturn to her lips and kisses it, typically saying a quiet blessing. The shadows of the surrounding area seem to move, leaping towards her position and covering her. After about two seconds has passed the shadows completely solidify into a full set of Nightingale armor. The armor is mainly just for appearances and doesn't protect her any better than her normal defenses, but it does however imbue her with Lady Nocturn's blessing, increasing her speed, skill and attack.

ATK: +3
DEF: N/a
SPD: +4
TEC: +3
[/spoiler]
As you got older there were days of cold surrender
Days of shrugged whatevers folded in with days of shocking splendor
But as time advanced the lovely days were covered up from view
By an advancing melancholy haze that hovered near the dew
Yet there were moments
There were these pure arresting moments when you stepped outside your head
Outside your pain, outside control, outside the bullshit, out of body, out of rage
Outside the need to get it, get it? You will never get it, that’s okay.
#40
Name: Freya

Source: Norse Mythology

B-Lister (Supporting character; same canon)

[spoiler]
 
[b]Why Prime NPC?:
Freya was the head goddess and should be equal to Odin.
 
Personal or Site?: Personal
 
Tier: B or C - I would think C, but if someone wanted to play a female Norse goddess, she would have a decent chance of being the one they played, so I don’t know.
 

 
Appearance:

.jpg   Freya.jpg (Size: 198.06 KB / Downloads: 244)


 
Use: Freya would be serving as a possible love interest. In their past lives, their marriage was more on the arranged side than the love side. Now free from her old life, she is exploring the possibilities available to her. She would serve as a touchstone to Odin's past as well as the providing an opportunity to reminisce and figure out what this all means to them. She would not be traveling with Odin but instead, their paths would cross throughout various storylines as it proves interesting.
 
Character History: Freya from Norse mythology. I am adhering to the theory that Freya and Frigg represented the same goddess. She was about to die during Ragnorak when Omni brought her here.
 
 
Stats

Level: 2
 
Atk: 2
Def: 2
Spd: 3
Tec: 3
 
Total OM: 7000
Spent OM: 6900
 
Physical Strength - 1000
Debuff Proficiency - 1000
Area Defense Proficiency - 400
 
Flight - 1800
Foresight - 1500
 
Sword – 300 – Physical Proficiency
A sword crafted from dwarven steel hangs from a loop in Freya's belt. The nine-inch grip is wrapped in dark leather and leads to a guard depicting a naked male on one side and a naked female on the other. The blade itself is four feet long and sharp on both sides. At the base, it is two inches wide and evenly narrows to one inch wide about two inches to the end. It then quickly comes to a point in those last few inches. The fuller is lined with runes. It is an evenly balanced sword meant to be used one-handed.
 
Shield - 300 – Area Defense, Flight
Freya holds her hand out and creates a shield 10 feet in diameter that is centered on her hand. The shield is made of invisible force, is about as strong as a stone wall, and stops energy or matter from moving through it in either direction. Once summoned, which takes about a second, the shield cannot be moved. If her hand moves more than about an inch in any direction, the shield falls, otherwise, it lasts as long as it isn’t destroyed. Because only the one hand needs to remain stationary, her other hand can perform other tasks and her feet can move about a little. If summoned under her, it provides a platform that she and others can stand on.
 
Face of the Valkyrie – 600 – Utility Super Move Tier 1 – Debuff Proficiency
The target must be within 10 feet of her and maintain eye contact for at least 1 second. The target sees Freya’s face turn into their face in the throes of death. Then the image flies at them at the speed of a bullet. If it makes contact with them, they suffer the death curse for the next 5 minutes. Everything suddenly becomes deadlier. Ice cracks beneath their feet, dropping them into freezing water. The branches they are swinging from break leaving them falling to their death. A sword stabbed through their chest pierces their heart instead of missing the vitals. If running from a monster in a horror movie, they would slip and fall. Fate conspires to end their life. If they survive those five minutes, however, they are immune to the power forever. (Either killing or banishing a prime counts as killing them and means they are not immune in the future.)
 

[/spoiler]


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