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Official Move Approval IV
Flame Burst ( Req : Ranged proficiency ) 300om

A flame erupts from the casters palm , aimed at a single target

This technique requires only moments for the caster and can do light - moderate damage
it can only travel around 25 feet in the attempts to hit a target 
It can be used and charged while moving , and used in consecutive casts
10 second cast time 
Low stamina cost 

~

Blizzard ( Req ranged proficiency , area attack proficiency ) 300 om

A beautiful storm of ice and snow whips around the caster , damaging targets within a 20 foot radius
Requires a 25 second cast time
High damage , but can also damage caster
Must be stationary while charging and casting
Requires high focus .
Anders:
[spoiler]
(09-19-2016, 06:43 PM)Anders Wrote: le bumping


Making sure on this before I set everything up .

Move Name : Now hit my music !! ( ?? Om , since this is a purely flavor move I might have to get a suggestion on if this requires anything )

Description : Summons a I.g.p.w.f regulation ring , arena , crowd , ramp , absurdly expensive replay monitor , and I.f.p.w.f referee . For the purpose of making bouts official sanctioned bouts for the championship .



Item : I.g.p.w.f heavyweight championship  ( Again ?? om as its purely fluff )

A big golden championship belt on a leather strap with side plates , no additional effects

These are things you wouldn't really need a move to do, even a flavor move. It would require sufficient time, of course, but you could just summon these things with omnilium. As for the belt, unless it actually....does something, it wouldn't need to be a move, either. Just kind of a thing you have.[/spoiler]


Chara:
[spoiler]
(09-20-2016, 07:50 AM)Chara Wrote: Omega chara (Tier one powered up form) (1500 om)

Chara fuses with flowey they have equal control of the new body and the new form gives the body of Chara with the normal green and yellow style, but perturding from the arms are two inch red thorns and she has the bright yellow of Flowey's petals for her hair color. her soul turns to a grey

Stats now
ATK: 3 (5)
DEF: 1 (3)
SPD: 4 (7)
TEC: 2 (5)

You've got 20 stats distributed there. And a Tier One Powered-up Form only costs 1000 OM.[/spoiler]


Madotsuki:
[spoiler]
(09-21-2016, 03:59 PM)Madotsuki Wrote: Mindbreak (300): (Requires Ranged, Debuff, Telepathy) When Madotsuki makes eye contact with someone else and is aware that she is doing so, she can send a mental barrage of dark images and noises to startle the other person. Activation is almost instantaneous and leaves the other person confused for a few seconds. Any sort of strong stimulus can break the effect. The effect lessens if it's used more than once on the same person within a 24-hour period or they're shielded by tinted glass.

How long can you maintain the effect without it being broken by outside stimulus? How long does it last on its own before it wears off, assuming it isn't broken early? How tiring is it to do?[/spoiler]


Sombra:
[spoiler]
(09-25-2016, 06:18 PM)King Sombra Wrote: Scrapping all previously approved moves for King Sombra I haven't paid for yet.

Move Name:  The Terror Scythe Neverest
Price of Move: 300
Proficiencies Required:  Physical Strength, Debuff
Powers Required:Telekinesis

This scythe is made out of Orichalium, Denetrium and many other materials such as dragon scales and blood stone. The scythe also has obsidian put throughout it to protect it from the magic of others. This scythe is but a recreation of the one he wielded when he ruled the Crystal Empire. Other than being his personal signature weapon the Scythe possesses no special properties whatsoever. The scythe is controlled with his magic rather than used in his mouth against an opponent. Every 10th cut of the Scythe causes a person to hallucinate and imagine their worst nightmares next to them. This scythe is the signature melee weapon of King Sombra. Unfortunately the scythe is rather unadorned and plain looking, but that’s his personal choice on it. Truly this scythe belongs to the tyrant of the Crystal Empire. Due to a mistake when making it, at present the scythe is only capable of pitiful damage, and the debuff wears off after 2 seconds. 

[Image: latest?cb=20130328050937]

Give some idea of the overall size and dimensions of the scythe. And fix up the contradictory description. It's like you described it multiple times, in a different way each time.[/spoiler]


Zedd:
[spoiler]
(09-26-2016, 12:41 AM)Lord Zedd Wrote: Putty Patrol - Tier 1 Assist

[Image: d09cbceb-bca8-427a-8692-617560c41974.gif]

Zedd materializes five clay-like creatures around him, and they fight alongside him for as long as they can. They move erratically and make very odd noises at all times, but are skilled enough brawlers and blindly loyal. They are not the most durable creatures, either, and are prone to defeat after just one or two well placed hits.

Stats (collectively)
ATK: 2
DEF: 0
SPD: 2
TEC: 1

[Image: 1260.gif][/spoiler]


Eda:
[spoiler]
(09-26-2016, 09:18 PM)Eda Wrote: Flame Burst ( Req : Ranged proficiency ) 300om

A flame erupts from the casters palm , aimed at a single target

This technique requires only moments for the caster and can do light - moderate damage
it can only travel around 25 feet in the attempts to hit a target 
It can be used and charged while moving , and used in consecutive casts
10 second cast time 
Low stamina cost 

~

Blizzard ( Req ranged proficiency , area attack proficiency ) 300 om

A beautiful storm of ice and snow whips around the caster , damaging targets within a 20 foot radius
Requires a 25 second cast time
High damage , but can also damage caster
Must be stationary while charging and casting
Requires high focus .

Flame Burst: You say it requires only moments, but then you say that it has a 10 second cast time. Clarify?

Blizzard: Looks good.[/spoiler]
If you see me around and you got questions, just give a shout. I'm happy to assist.

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

Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities
10 seconds would only be a few moments , sorry I will fix that and thanks El

Flame burst ( Ranged prof required ) 300 om 
A flame erupts from the casters palm , aimed at a single target

light - moderate damage
it can only travel around 25 feet in the attempts to hit a target 
It can be used and charged while moving , and used in consecutive casts
10 second cast time 
Low stamina cost
Move Name:  The Terror Scythe Neverest 
Price of Move: 300
Proficiencies Required:  Physical Strength, Debuff 
Powers Required:Telekinesis 
Description:

The need for a melee weapon that was relatively useful was not lost on the monarch of the Crystal Empire. To that end, the Terror Scythe Neverest was created by him out of Omnilium. This scythe possesses the property that every 10th cut releases a debuff that causes a person to imagine their worst fear is right behind them. Unfortunately this lasts only 2 seconds and those with a Stronger TEC would be able to overcome it. 

The scythe itself only does pitiful damage due to flaws in the construction. This is about the size of a Stop Sign in terms of actual length, though the Scythe blade is about 20 inches itself. The scythe's blade is made out of red and black crystal whereas the hilt is made out of a dark gray metal. This is controlled by Sombra with his telekeinesis making it one of his favorite weapons.
(09-27-2016, 01:34 PM)ElFailzalot Wrote: Madotsuki:
[spoiler]
(09-21-2016, 03:59 PM)Madotsuki Wrote: Mindbreak (300): (Requires Ranged, Debuff, Telepathy) When Madotsuki makes eye contact with someone else and is aware that she is doing so, she can send a mental barrage of dark images and noises to startle the other person. Activation is almost instantaneous and leaves the other person confused for a few seconds. Any sort of strong stimulus can break the effect. The effect lessens if it's used more than once on the same person within a 24-hour period or they're shielded by tinted glass.

How long can you maintain the effect without it being broken by outside stimulus? How long does it last on its own before it wears off, assuming it isn't broken early? How tiring is it to do?[/spoiler]
Typically she can only hold the action for a moment unless there are absolutely no distractions, although that is all that's needed to activate the debuff. If she is able to hold it, she can continue holding it for up to 5 seconds, although she can't do anything while holding the effect up. The effect wears off approximately 2-3 seconds after stopping. It's not all that tiring to do it quickly, since it's only effective once on the same target during a 24-hour period.
[Image: 2itsutg.jpg]
Omega chara (Tier two powered up form) (1500 om)

Chara fuses with flowey they have equal control of the new body and the new form gives the body of Chara with the normal green and yellow style, but perturding from the arms are two inch red thorns and she has the bright yellow of Flowey's petals for her hair color. her soul turns to a grey

Stats now
ATK: 3 (5)
DEF: 1 (3)
SPD: 4 (7)
TEC: 2 (5)

(Sorry but now it be fixed)
                                            [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!"
(09-28-2016, 02:54 PM)Chara Wrote: Omega chara (Tier two powered up form) (1500 om)

Chara fuses with flowey they have equal control of the new body and the new form gives the body of Chara with the normal green and yellow style, but perturding from the arms are two inch red thorns and she has the bright yellow of Flowey's petals for her hair color. her soul turns to a grey

Stats now
ATK: 3 (5)
DEF: 1 (3)
SPD: 4 (7)
TEC: 2 (5)

(Sorry but now it be fixed)

Is this a form for Chara? Because if it is, you don't have the necessary level to purchase a T2 Power-Up/Transformation yet (refer to Character Progression for further info). If not, ignore this post.
 [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...
[Image: zNXYi6.gif]

Super Defense Tier I Second Wind - (600 OM)

Gaige takes whatever damage is coming her way. She drops to her knees, rendering her unable to move for two seconds. During this time, she can use any of her basic moves at the expense of a huge accuracy drop and, obviously, lack of mobility. Gaige then "Second Wind"s, getting up on her feet. The damage she sustains depends on how powerful the incoming attack was.

In other words, it's just a simple Super Defense Move, but while others might manifest a shield, Gaige just takes a knee for a bit.

This okay?
[Image: 665000_mcninja_by_cavenglok-dch0qt5.jpg]
Odd hours. Call for appointment.
Once again, le bump: http://omniverse-rpg.com/showthread.php?...9#pid83899
[Image: ar_sig_by_invagir-db61o55.png]
Panthor: T1 Assist

[Image: 07d2c1c1120013edc52b43ce81b5b40c.jpg]

Skeletor's large panther decides to get involved in this combat, actually getting up to fight. The Violet-furred panther is incredibly tall, standing almost two and a half meters tall when not crouching, and about eight feet long. The feline is incredibly lazy, and will often simply watch any fight that Skeletor participates in, but if Skeletor orders it, the panther will regrettably get involved in the battle. 

ATK: 2
DEF: 1
SPD: 2
TEC: 0
[Image: qNwQSLL.jpg]  [Image: DkshAtk_zps91eoe5zq.png][Image: Darkdata_zpsu96xxduw.png]

Eda:[spoiler]
(09-27-2016, 02:14 PM)Eda Wrote: 10 seconds would only be a few moments , sorry I will fix that and thanks El

Flame burst ( Ranged prof required ) 300 om 
A flame erupts from the casters palm , aimed at a single target

light - moderate damage
it can only travel around 25 feet in the attempts to hit a target 
It can be used and charged while moving , and used in consecutive casts
10 second cast time 
Low stamina cost

[Image: 1538.gif][/spoiler]

Sombra:[spoiler]
(09-27-2016, 04:09 PM)King Sombra Wrote: Move Name:  The Terror Scythe Neverest 
Price of Move: 300
Proficiencies Required:  Physical Strength, Debuff 
Powers Required:Telekinesis 
Description:

The need for a melee weapon that was relatively useful was not lost on the monarch of the Crystal Empire. To that end, the Terror Scythe Neverest was created by him out of Omnilium. This scythe possesses the property that every 10th cut releases a debuff that causes a person to imagine their worst fear is right behind them. Unfortunately this lasts only 2 seconds and those with a Stronger TEC would be able to overcome it. 

The scythe itself only does pitiful damage due to flaws in the construction. This is about the size of a Stop Sign in terms of actual length, though the Scythe blade is about 20 inches itself. The scythe's blade is made out of red and black crystal whereas the hilt is made out of a dark gray metal. This is controlled by Sombra with his telekeinesis making it one of his favorite weapons.

[Image: 1247.gif][/spoiler]

Madotsuki:[spoiler]
(09-27-2016, 06:08 PM)Madotsuki Wrote:
(09-27-2016, 01:34 PM)ElFailzalot Wrote: Madotsuki:
(09-21-2016, 03:59 PM)Madotsuki Wrote: Mindbreak (300): (Requires Ranged, Debuff, Telepathy) When Madotsuki makes eye contact with someone else and is aware that she is doing so, she can send a mental barrage of dark images and noises to startle the other person. Activation is almost instantaneous and leaves the other person confused for a few seconds. Any sort of strong stimulus can break the effect. The effect lessens if it's used more than once on the same person within a 24-hour period or they're shielded by tinted glass.

How long can you maintain the effect without it being broken by outside stimulus? How long does it last on its own before it wears off, assuming it isn't broken early? How tiring is it to do?
Typically she can only hold the action for a moment unless there are absolutely no distractions, although that is all that's needed to activate the debuff. If she is able to hold it, she can continue holding it for up to 5 seconds, although she can't do anything while holding the effect up. The effect wears off approximately 2-3 seconds after stopping. It's not all that tiring to do it quickly, since it's only effective once on the same target during a 24-hour period.

[Image: 755.gif][/spoiler]

Chara:[spoiler]
(09-28-2016, 02:54 PM)Chara Wrote: Omega chara (Tier two powered up form) (1500 om)

Chara fuses with flowey they have equal control of the new body and the new form gives the body of Chara with the normal green and yellow style, but perturding from the arms are two inch red thorns and she has the bright yellow of Flowey's petals for her hair color. her soul turns to a grey

Stats now
ATK: 3 (5)
DEF: 1 (3)
SPD: 4 (7)
TEC: 2 (5)

(Sorry but now it be fixed)

(09-28-2016, 04:05 PM)Amaterasu Wrote:
(09-28-2016, 02:54 PM)Chara Wrote: Omega chara (Tier two powered up form) (1500 om)

Chara fuses with flowey they have equal control of the new body and the new form gives the body of Chara with the normal green and yellow style, but perturding from the arms are two inch red thorns and she has the bright yellow of Flowey's petals for her hair color. her soul turns to a grey

Stats now
ATK: 3 (5)
DEF: 1 (3)
SPD: 4 (7)
TEC: 2 (5)

(Sorry but now it be fixed)

Is this a form for Chara? Because if it is, you don't have the necessary level to purchase a T2 Power-Up/Transformation yet (refer to Character Progression for further info). If not, ignore this post.

Ammy has this one covered. The form itself is fine, but you won't be able to purchase it until you hit level 5.[/spoiler]

Gaige:[spoiler]
(10-01-2016, 07:05 PM)Gaige Wrote: [Image: zNXYi6.gif]

Super Defense Tier I Second Wind - (600 OM)

Gaige takes whatever damage is coming her way. She drops to her knees, rendering her unable to move for two seconds. During this time, she can use any of her basic moves at the expense of a huge accuracy drop and, obviously, lack of mobility. Gaige then "Second Wind"s, getting up on her feet. The damage she sustains depends on how powerful the incoming attack was.

In other words, it's just a simple Super Defense Move, but while others might manifest a shield, Gaige just takes a knee for a bit.

This okay?

[Image: 1421.gif][/spoiler]


Skeletor:[spoiler]
(10-01-2016, 07:34 PM)Skeletor Wrote: Panthor: T1 Assist

[Image: 07d2c1c1120013edc52b43ce81b5b40c.jpg]

Skeletor's large panther decides to get involved in this combat, actually getting up to fight. The Violet-furred panther is incredibly tall, standing almost two and a half meters tall when not crouching, and about eight feet long. The feline is incredibly lazy, and will often simply watch any fight that Skeletor participates in, but if Skeletor orders it, the panther will regrettably get involved in the battle. 

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

[Image: 569.gif][/spoiler]
If you see me around and you got questions, just give a shout. I'm happy to assist.

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

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

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.
"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
Battle Initiative - Tier 1 Power-Up(1000)

The effects of the Empire's training kick in, and Mick takes on a more strategic stance. No outward change is displayed.

ATK: +2
DEF: +0
SPD: +1
TEC: +2
Upgrading/updating some of my old moves:

Pistol (ranged prof) (+300 om)
The standard sidearm of the USSMC and Doomguy's ever present and reliable weapon, this semi-automatic weapon allows the marine to put down three to four shots in a second with decent accuracy while allowing doomguy a free hand, and the ability to easily use it on the go and in tight spaces. However, the weapon's pathetic damage makes it at best a holdout weapon, and with its effective range of 30 feet it can only be a threat in situations where the shotgun would be too slow to use. 

However, some tech built into the weapon gives it a little oomph: when the trigger is held down, energy is charged inside the barrel, and after two seconds a powerful shot is fired, doubling the range and provide a damaging and accurate shot. Oddly, it seems like the weapon does not need to reload.

Shotgun (Ranged Prof, AoE) (+600 om)
Doomguy's favorite weapon (that isn't one of the bigger death dealers), the shotgun can fire a shell that can kill weak opponents with a half second pump to put a new on in the chamber. Each shell fires a cluster of pellets that at point blank shreds whatever is standing in the way, but spreads out such that at farther range it becomes more likely to hit but less damage. Although it does not have the scatter of most "video game shotguns" this is to it's benefit: the tight clustering allows more hits further way, allowing an effective range of 80 feet before the spread becomes too wide and only a few pellets hit the intended target. 

The shotgun also has two modules: A triple shot and a grenade launcher. The triple shot allows the shotgun to be charge, holding the trigger for a  second before unleashing three shotgun shells in rapid fire, but cannot be used again for 4 seconds. the Grenade Launcher requires two seconds, but will launch an arcing grenade that can hit targets as way away as 300 feet, those caught in the 3' radius blast blown away and left wounded as if hit by the normal grenade. However, both modules cannot be used at the same time, and DG must manually remove one and install the other.

Oddly, it seems like the weapon does not need to reload.

Chaingun (Ranged Prof, Aoe, Debuff) (+600 om)
When throwing down fire, nothing can outclass this massive, multi barreled machine gun.  Firing high powered shots at speed described as "ludicrous" and "awesome", it allows both suppressible fire and the ability to reduce whatever it's being fire to pulp with sustained hits even when on the move. However, it can also be used in short bursts to fire accurate shots at decent ranges up to 100 yards away, making it a versatile weapon for the USSMC marine. After a second of firing or spinning the barrel on its own, the weapon hits top speed and a hundred rounds can be fired in less than a minute, with some sacrifice to accuracy as Doomguy tries his belt to hold the bucking weapon in place. But when things look real bad, Doomguy braces himself in place, slams a belt of ammo in and throws his weight (and aim) around to hit multiple targets in sweeping arcs, letting none escape.

Even better, this weapon allows the use of special ammo. Incinerate rounds can light the target on fire with multiple hits, while uranium rounds can punch through weak foes and hit ones behind them, though for less damage. However, both ammo types cannot be used in "spread fire mode".

Oddly, it seems like the weapon does not need to reload
Tier 1 Assist - Masada Sensei

[Image: 2mg1jc5.jpg]
This 8-foot-tall lighthearted alien is Madotsuki's best friend in her head from before the Omniverse. He talks in blips and bleeps and doesn't know much about human life and traditions, which leaves him often confused. Madotsuki can perfectly understand him, however.

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

B Sharp (300) (Requires Physical) Masada carries around a music keyboard, and it acts like a typical keyboard until Madotsuki powers it with SP. When charged, it turns into a double-bladed scythe (pictured above). Masada can swing twice a second to hit enemies up to three feet away for decent damage. It's not all that tiring to use.
[Image: 2itsutg.jpg]
Kanshou & Bakuya (300)
Uses Physical Strength
[Image: Ohjavik.jpg]
A pair of twin blades opposite in colour. They're about sixty-five centimeters in length and around eight centimeters in width at their wider points.

They're above average in the way of power and speed, but durability is another matter entirely. They rely on one's magical ability to be summoned, and Joline is nothing if not bad at things, so while she can manage to make copies of them perform quite well offensively, they're not very durable. They can take two, maybe three clashes before they shatter and become unusable.

Fortunately, they can be quite easily re-summoned when destroyed. It takes about half a second to do so, and during that time Joline is more vulnerable to damage. A correctly-timed attack would - while still giving Joline her weapons, unless her arm gets cut off - stagger her and hurt her quite a bit. Summoning Kanshou & Bakuya, however, puts a mental toll on her if it's done too much, making other types of magic and pushing her critical thought (including Foresight) more difficult. Joline may only have one pair in existence at a time - if she summons a new pair after, for instance, being disarmed, the old pair will vanish.

The process of summoning them often (though not necessarily) involves an evocation in the form of "trace on", typical of Projection magic. Additionally, it makes one's Magic Circuits glow teal underneath their skin. Due to where the mana is flowing in their Magic Circuits, they mostly glow on the user's arms. During the half-second summoning time, Kanshou & Bakuya appear as teal silhouettes of pure mana, intangible until they're properly summoned.

Alternate Form - 'Adult' Joline (2000)
ATK: 2
DEF: 1
SPD: 3
TEC: 4

[spoiler]Appearance sample stuff, for reference:
[Image: 27JXcDP.jpg][/spoiler]

Joline takes a more grown-up form, gaining about a foot in height (making her 5'10") and around forty pounds (making her weigh around 130). This form acts as more of a 'flash-forward' than a simple change in build. She seems generally more knowledgeable and, for lack of a better word, mature - though Joline is anything but. As opposed to the raw, relatively untrained potential of her 'child' form, Joline's comparably slower and less resilient as an adult - however, she's much more skilled, is more elegant and has a better grasp on magic.
Move name : Thunder ( Requires Ranged proficiency , homing proficiency ) 300 om

A bolt of lightning from the casters hand moves at near light speed at a single target 

High damage
Moderate stamina cost
Loses damage at farther distances
Can track target for up to 30 feet
Can be charged while moving 
Can not be used in consecutive casts or with other moves

~

Move name : Shineblast ( Requires Ranged proficiency ) 300 om

A small ball of shining light sent from the caster at a target 

Moderate damage
Low stamina cost
Short travel distance 15 ft before losing damage
Can be charged while moving , used with a second and even third consecutive shineblast 
Chaining it together can tire caster out quickly

~

Move name : Love Darkness Explosion ( Tier 1 super move ) ( Requires Ranged proficiency ) 600 om

A beam of pure darkness fired by the caster at a single target

Beam is 10 ft in diameter and can travel up to 50 feet but loses power at long distances
Massive damage
-1 sp to cast
Requires a long cast time due to the amount of power behind the attack 
Requires tremendous focus and can be interrupted
Can be charged while moving , however can not be cast while moving with any accuracy 
Can not be chained together with other moves
Amber:[spoiler]
(10-01-2016, 10:26 PM)Amber Veritz Wrote: Getting some moves approved for Dusk, my NPC.

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.

Keep in mind that the effectiveness of the different dust applications will vary depending on stat differences. But otherwise all good.[/spoiler]

Mick:[spoiler]
(10-01-2016, 10:37 PM)Mick Rory Wrote: Battle Initiative - Tier 1 Power-Up(1000)

The effects of the Empire's training kick in, and Mick takes on a more strategic stance. No outward change is displayed.

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

Good to go.[/spoiler]

Doomguy:[spoiler]
(10-02-2016, 05:56 PM)Doomguy Wrote: Upgrading/updating some of my old moves:

Pistol (ranged prof) (+300 om)
The standard sidearm of the USSMC and Doomguy's ever present and reliable weapon, this semi-automatic weapon allows the marine to put down three to four shots in a second with decent accuracy while allowing doomguy a free hand, and the ability to easily use it on the go and in tight spaces. However, the weapon's pathetic damage makes it at best a holdout weapon, and with its effective range of 30 feet it can only be a threat in situations where the shotgun would be too slow to use. 

However, some tech built into the weapon gives it a little oomph: when the trigger is held down, energy is charged inside the barrel, and after two seconds a powerful shot is fired, doubling the range and provide a damaging and accurate shot. Oddly, it seems like the weapon does not need to reload.

Shotgun (Ranged Prof, AoE) (+600 om)
Doomguy's favorite weapon (that isn't one of the bigger death dealers), the shotgun can fire a shell that can kill weak opponents with a half second pump to put a new on in the chamber. Each shell fires a cluster of pellets that at point blank shreds whatever is standing in the way, but spreads out such that at farther range it becomes more likely to hit but less damage. Although it does not have the scatter of most "video game shotguns" this is to it's benefit: the tight clustering allows more hits further way, allowing an effective range of 80 feet before the spread becomes too wide and only a few pellets hit the intended target. 

The shotgun also has two modules: A triple shot and a grenade launcher. The triple shot allows the shotgun to be charge, holding the trigger for a  second before unleashing three shotgun shells in rapid fire, but cannot be used again for 4 seconds. the Grenade Launcher requires two seconds, but will launch an arcing grenade that can hit targets as way away as 300 feet, those caught in the 3' radius blast blown away and left wounded as if hit by the normal grenade. However, both modules cannot be used at the same time, and DG must manually remove one and install the other.

Oddly, it seems like the weapon does not need to reload.

Chaingun (Ranged Prof, Aoe, Debuff) (+600 om)
When throwing down fire, nothing can outclass this massive, multi barreled machine gun.  Firing high powered shots at speed described as "ludicrous" and "awesome", it allows both suppressible fire and the ability to reduce whatever it's being fire to pulp with sustained hits even when on the move. However, it can also be used in short bursts to fire accurate shots at decent ranges up to 100 yards away, making it a versatile weapon for the USSMC marine. After a second of firing or spinning the barrel on its own, the weapon hits top speed and a hundred rounds can be fired in less than a minute, with some sacrifice to accuracy as Doomguy tries his belt to hold the bucking weapon in place. But when things look real bad, Doomguy braces himself in place, slams a belt of ammo in and throws his weight (and aim) around to hit multiple targets in sweeping arcs, letting none escape.

Even better, this weapon allows the use of special ammo. Incinerate rounds can light the target on fire with multiple hits, while uranium rounds can punch through weak foes and hit ones behind them, though for less damage. However, both ammo types cannot be used in "spread fire mode".

Oddly, it seems like the weapon does not need to reload

Pistol: Good.

Shotgun: Good to go.

Chaingun: Terrifying. But good to go.[/spoiler]

Madotsuki:[spoiler]
(10-03-2016, 01:34 AM)Madotsuki Wrote: Tier 1 Assist - Masada Sensei

[Image: 2mg1jc5.jpg]
This 8-foot-tall lighthearted alien is Madotsuki's best friend in her head from before the Omniverse. He talks in blips and bleeps and doesn't know much about human life and traditions, which leaves him often confused. Madotsuki can perfectly understand him, however.

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

B Sharp (300) (Requires Physical) Masada carries around a music keyboard, and it acts like a typical keyboard until Madotsuki powers it with SP. When charged, it turns into a double-bladed scythe (pictured above). Masada can swing twice a second to hit enemies up to three feet away for decent damage. It's not all that tiring to use.

Neato. Good to go.[/spoiler]

Jojo:[spoiler]
(10-03-2016, 02:10 AM)Joline Wrote: Kanshou & Bakuya (300)
Uses Physical Strength
[Image: Ohjavik.jpg]
A pair of twin blades opposite in colour. They're about sixty-five centimeters in length and around eight centimeters in width at their wider points.

They're above average in the way of power and speed, but durability is another matter entirely. They rely on one's magical ability to be summoned, and Joline is nothing if not bad at things, so while she can manage to make copies of them perform quite well offensively, they're not very durable. They can take two, maybe three clashes before they shatter and become unusable.

Fortunately, they can be quite easily re-summoned when destroyed. It takes about half a second to do so, and during that time Joline is more vulnerable to damage. A correctly-timed attack would - while still giving Joline her weapons, unless her arm gets cut off - stagger her and hurt her quite a bit. Summoning Kanshou & Bakuya, however, puts a mental toll on her if it's done too much, making other types of magic and pushing her critical thought (including Foresight) more difficult. Joline may only have one pair in existence at a time - if she summons a new pair after, for instance, being disarmed, the old pair will vanish.

The process of summoning them often (though not necessarily) involves an evocation in the form of "trace on", typical of Projection magic. Additionally, it makes one's Magic Circuits glow teal underneath their skin. Due to where the mana is flowing in their Magic Circuits, they mostly glow on the user's arms. During the half-second summoning time, Kanshou & Bakuya appear as teal silhouettes of pure mana, intangible until they're properly summoned.

Alternate Form - 'Adult' Joline (2000)
ATK: 2
DEF: 1
SPD: 3
TEC: 4

Appearance sample stuff, for reference:
[Image: 27JXcDP.jpg]

Joline takes a more grown-up form, gaining about a foot in height (making her 5'10") and around forty pounds (making her weigh around 130). This form acts as more of a 'flash-forward' than a simple change in build. She seems generally more knowledgeable and, for lack of a better word, mature - though Joline is anything but. As opposed to the raw, relatively untrained potential of her 'child' form, Joline's comparably slower and less resilient as an adult - however, she's much more skilled, is more elegant and has a better grasp on magic.

I see where you're gettin' them swords from. Go on and have 'em.[/spoiler]

Eda:[spoiler]
(10-03-2016, 07:37 PM)Eda Wrote: Move name : Thunder ( Requires Ranged proficiency , homing proficiency ) 300 om

A bolt of lightning from the casters hand moves at near light speed at a single target 

High damage
Moderate stamina cost
Loses damage at farther distances
Can track target for up to 30 feet
Can be charged while moving 
Can not be used in consecutive casts or with other moves

~

Move name : Shineblast ( Requires Ranged proficiency ) 300 om

A small ball of shining light sent from the caster at a target 

Moderate damage
Low stamina cost
Short travel distance 15 ft before losing damage
Can be charged while moving , used with a second and even third consecutive shineblast 
Chaining it together can tire caster out quickly

~

Move name : Love Darkness Explosion ( Tier 1 super move ) ( Requires Ranged proficiency ) 600 om

A beam of pure darkness fired by the caster at a single target

Beam is 10 ft in diameter and can travel up to 50 feet but loses power at long distances
Massive damage
-1 sp to cast
Requires a long cast time due to the amount of power behind the attack 
Requires tremendous focus and can be interrupted
Can be charged while moving , however can not be cast while moving with any accuracy 
Can not be chained together with other moves

Thunder: Near light speed is a no-go. Would be all but impossible to dodge even for someone with ludicrous speed. Aside from that, what's the actual cast time to use it?

Shineblast: Once more, what's the charge/cast time?

Love Darkness Explosion: No need to mention it can be interrupted, super moves are cool like that. That said, how long is 'a long cast time'?[/spoiler]
If you see me around and you got questions, just give a shout. I'm happy to assist.

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

Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities
(10-03-2016, 07:37 PM)Eda Wrote: Move name : Thunder ( Requires Ranged proficiency , homing proficiency ) 300 om

A bolt of lightning from the casters hand moves at an incredibly high speed 

High damage
Moderate stamina cost
Loses damage at farther distances
15 second charge and cast time 
Can track target for up to 30 feet
Can be charged while moving 
Can not be used in consecutive casts or with other moves

~

Move name : Shineblast ( Requires Ranged proficiency ) 300 om

A small ball of shining light sent from the caster at a target 

Moderate damage
Low stamina cost
10 second charge time for 1 , an additional 5 seconds if using 2 , another 5 seconds to do the triple play 
Short travel distance 15 ft before losing damage
Can be charged while moving , used with a second and even third consecutive shineblast 
Chaining it together can tire caster out quickly

~

Move name : Love Darkness Explosion ( Tier 1 super move ) ( Requires Ranged proficiency ) 600 om

A beam of pure darkness fired by the caster at a single target

Beam is 10 ft in diameter and can travel up to 50 feet but loses power at long distances
Massive damage
-1 sp to cast
Requires a long cast time ( Full minute ) due to the amount of power behind the attack 
Requires tremendous focus and can be interrupted
Can be charged while moving , however can not be cast while moving with any accuracy 
Can not be chained together with other moves

Thunder: Near light speed is a no-go. Would be all but impossible to dodge even for someone with ludicrous speed. Aside from that, what's the actual cast time to use it?

Shineblast: Once more, what's the charge/cast time?

Love Darkness Explosion: No need to mention it can be interrupted, super moves are cool like that. That said, how long is 'a long cast time'?[/spoiler]

Ok I slowed thunder down but am unsure on an exact speed , I would put it around a 3spd 

Fixed my charge times now
Scythe Art- Scythe Raid – 300 OM
(Physical Strength, Remote Control, Homing, Telekinesis.)
Summoning the Terror Scythe Neverest to his hooves,  King Sombra will levitate it with the power of his magic, and turn it into a spinning saw that will shoot at a single enemy. This travels at about 70 MPH and takes him about 30 seconds to charge up.

Scythe Art-Earthbreaker– 300 OM
(Debuff, Ranged Proficiency, Area Attack Proficiency. Telekinesis.)

Summoning the Terror Scythe Neverest to his hooves,  King Sombra will levitate it with the power of his magic. Once he has levitated his scythe he will use it to tear up the ground, and toss chunks into the air. Once the chunks have been tossed into the air, he will shoot them like bullets at his opponents. They go about 40 MPH and he can control 10 chunks at any time. Each chunk is a Tennis ball sized chunk but all of them are jagged. They also explode when they embed in the flesh of a Prime or a Secondary and thus debuff them some. The explosive is about as powerful as a Firecracker actually. The explosives have a range of about 15 inches. 

Dark Magic Weapons – 900 OM (Requires Physical Strength)
Sombra can create melee weapons from Dark Magic 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.

Scythe Art - Elemental Scythe - Blaze
(300, Debuff, Physical Strength, Area Attack.)
Summoning the Terror Scythe Neverest to his hooves,  King Sombra will levitate it with the power of his magic. The blade of the sword will ignite with fire and each slash of the opponent will cause a person to burn for two seconds. At maximum this can burn an opponent for 30 seconds. This requires about a minute to charge up. When this attack is activated, red runes for fire will have surrounded the blade of the Scythe that he is using to strike his opponent.

Justicebringer (Ranged, 1200. Debuff, Telekinesis. Homing. Remote Control.) 
Created from designs on the Dataverse,  this weapon holds up to 30 shots before it must be reloaded which takes a full minute. This has four different types of ammo. This weapon is about the standard assault rifle length, weight and what not. It appears to be made of black crystal though.





[Image: aWtyxcL0vadoy6WArY0vrYhsjMbTXshef16r-rB3...EgEHV1aWjB]






  • Flash Rounds:  Flash Rounds do no damage to an opponent but instead induce blindness for 20 seconds. This takes about three minutes for him to reload after each shot of the Flash Rounds. These can home in on an opponent, but can also be controlled with telekinesis. It takes them about ten seconds to detonate, and those with a higher TEC can resist. 



  • Conventional Bullets:  Bullets that travel at the speed of arrows. These bullets are normal and mundane in every way. Their power is weak, and they will only do a damage equivalent to his ATK Stat,  versus the DEF Stat of his opponent. This requires 10 seconds to charge up. These can home in on an opponent, but can also be controlled with telekinesis.



  • Spell Round - Lightning:  The spell round Lightning is a spell that he has imbued into a shard of crystal. The shard is fired from the rifle at the speed of an arrow. This delivers upon impact a massive jolt of electricity to a limb that reduces the accuracy of moves, because it is harder to move. This lasts about 20 seconds, and takes 35 seconds  to charge up. These can home in on an opponent, but can also be controlled with telekinesis.



  • Non-Lethal Rounds: Non-Lethal rounds are rounds that when they hit an opponent ‘burst’ into pressurized water. This can disable a limb. Use of a single shot of these requires a minute of charge up, but other bullets or moves can be used however. This has a 2 minute cool down applied as well. These can home in on an opponent, but can also be controlled with telekinesis. The disabling of a limb lasts about 30 seconds. 


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