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Official Move Approval IV
Bump again: http://omniverse-rpg.com/showthread.php?...9#pid83899
[Image: ar_sig_by_invagir-db61o55.png]
Disable (Requires Ranged, Debuff Proficiencies) (300 OM)
A move used commonly by psychic Pokemon, and very dangerous weapon in a tactician's hands.

Disable is a move used on an opponent's move to, as the name says, disable it for 30 seconds. To do so Sabrina fires a basketball-sized purple psychic blast from just in front of her forehead with minimal preparation. The projectile has no solid mass (it won't knock back an opponent or physically harm them) but can be blocked by physical barriers. It flies nearly as fast as a bullet and dissipates after flying a maximum distance of ~100 meters, or hitting any obstacle.
Before Disable can be used effectively Sabrina must first witness the move that she intends to disable, after which point she is able to use Disable while it is used and for up to a minute after the last usage (or in the case of continuous moves, a minute after it was stopped using). Alternatively if she is aware of her opponent having that move with successful use of Telepathy or Insight, she can use Disable without needing to witness it first.
Someone under the influence of Disable will find themselves unable to remember how to use that specific move for 30 seconds, nor what that move does if used. Moves used in similar ways (e.g. an opponent using a pistol and a rifle, both are used by pulling the trigger) are not affected.

Further limitations are:
-Disable will not work on someone with only one move worth 300 OM, or no moves at all.
-It will also not work on moves that are essential to the character (such as someone with blades instead of fingers, as they couldn't not using their hands for a while).
-Sabrina cannot use Disable again for 2 minutes after firing a blast, regardless of whether or not it succeeds.
-Only a single instance of the move may be disabled, not the entire thing if the move consists of multiple instances (i.e. it costs more than 300 OM). As an example, Sabrina uses Disable on an opponent who uses a gun with two types of ammunition (Type A and B, both with different effects) and which has a bayonet attached. Disable is used on Ammo type A. The opponent would still remember how to use Ammo type B and how to operate the rifle with that ammo in it, and the bayonet.

Note that this is purely a mental attack: it does not actively prevent the victim from "rediscovering" how to use a move by deduction (e.g. they know that pulling a trigger on their pistol fires it, and deduce that pulling the trigger on their Disable'd rifle would do something similar), being reminded of how it's used by allies and "accidentally" using the move (e.g. flinching and pulling the trigger by clenching their fists) is also allowed. The move may however not be quite as effective as if used when not debuffed due to the missing knowledge on its effects. (Please don't abuse this)
"(Note to self: insert quote & picture once I find stuff)"

Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
C-23 "Hailfire" Rotary Cannon(300)

A black metal rotary cannon. It fires incredibly fast, yet despite this doesn't do much damage per individual plasma bolt. It fires 2 plasma bolts/second, with 10 seconds of fire per clip. He can hold a maximum of (Level*2) clips for the weapon, and it hits a maximum range of 30 meters. In addition, it isn't meant for accuracy - the shots go off a little in any direction. Loading takes 2 seconds.

He must have both hands on the weapon to use it, and cannot use it with any other moves.

Judgement(300)

A black metal rifle, with a scope on the top. Due to Mick's strength, he can hold this rifle one-handed, though he is largely unable to aim like that, and he never holds it like that for combat. It only holds a single bullet per round, and he carries (Level * 2) rounds with him. These bullets are powerful and have a high velocity, reaching a maximum effective range of 60 meters. However, he is very slow to aim and fire it, having to load the bullet, cock the gun, aim through the scope, and fire. It's highly accurate as well, as long as he bothers with the scope.

In combat, he wields it with both hands, and cannot use it with any other moves.
Flesh Reaver (Requires Physical Strength) Cost: 600 OM

[Image: Weapon-1-1024x640-GamersRD.jpg]

The Fleshreaver is a combination of a scissor blade and a Twinscythe, and has a gritty, makeshift appearance, despite being incredibly deadly. The outside edge of the blades, both in sword and scythe form, are serrated for the tearing of flesh rather than slicing. The inside edge is sharp and honed to cut through whatever is deemed unlucky enough To be on the receiving end. The transition from sword to scythe takes about five seconds, during which Koal is vulnerable to attack. It can be summoned on the fly, and used while moving. The range on the sword Is about six feet, which is how far Koal can swing it without over exerting himself. The scythe has an eight foot range.
reposting as I fixed these and never got word back



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
Demon Guillotine (300) Requires Physical Strength

[spoiler]After a few seconds a thick and heavy blade sprouts from one of Kuzuru’s forearms. It runs from elbow to wrist and juts outwards about four inches. The guillotine is quite heavy and is cumbersome to wield. The weight forces his arm to hang limp at his side and only through slow telegraphed movements can he swing the weapon with any force. Despite the downsides should he manage to score a solid hit with the guillotine   the results would be devastating. It takes only a few moments to desummon the blade, but while it is active he is unable to use his “Demon Blades” move.[/spoiler]

Malicious Presence (300)

This one I'm not sure if it would count as a fodder power or what I would need as prerequisites to make this work.

[spoiler]Having swallowed a countless number of souls Kuzuru’s very presence has become a tangible force. Anyone within 20 meters of Kuzuru can pinpoint his location as if they had basic enhanced senses. Anyone that is aware of his presence feels a tangible sense of danger emanating from him, and those without insight or a sufficiently high TEC skill feel he is stronger than he actually is. This feeling is more profound in secondaries and is used as an intimidation tool for Kuzuru. The demon can choose to increase the potency of this effect, but anyone within 40 meters can pinpoint his location and he can only keep this up for a minute or so before reverting back to the base effect.[/spoiler]

Strength of the Damned Tier 1 power-up (1000)

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

Should Renji or Kuzuru find themselves in a rough spot they can temporarily call upon the strength of the numerous souls trapped within the Ouroboros Blade. Physically not much changes, but they become much stronger and more skilled.[/spoiler]

Vaporize (300) Requires Physical Strength, Ranged Proficiency, Debuff Proficiency, Area Attack Proficiency

[spoiler]Strazio dips his hands into a body of water and begins to pump small amounts of energy into it. He must keep his hands submerged for three full seconds, but he is allowed to move about so long as his hands do not leave the water. After three seconds the energy hits a tipping point and the water erupts upwards in a geyser of searing hot steam. Should someone be unfortunate enough to be caught directly in the geyser the hot water sticks to their skin and moderately burns them. After the eruption the steam stays present in the air and while it is harmless it still blankets a roughly ten foot area and obscures vision. [/spoiler]

Blackout (300) Requires Physical Strength, Debuff Proficiency

[spoiler]Having a potent mastery over raw energy Strazio is able to siphon energy directly from someone’s flesh. He grabs a target and for up to three seconds begins to sap energy from them. The closer to his target’s heart that he grabs the more effective blackout becomes, whereas grabbing a limb produces little effects beyond numbness or dull aching. During this process and for two seconds afterwards Strazio is unable to use any other moves. A full charge will leave the target feeling groggy and winded for ten seconds, while anything less than a full charge will last for a fraction of the time.[/spoiler]
(10-06-2016, 03:43 PM)Eda Wrote: reposting as I fixed these and never got word back



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

Just a few notes for you from my end:

-writing how much damage it does has no real impact on the move, since its power is determined by how hard it is to use. That's not to say you must leave it out, it's just a comment of mine.

-Shineblast would be 600 OM I believe, because it is variable (charging to fire multiple at a time). Also I am a little confused myself about the "chaining" thing, wouldn't it require 10 seconds to charge a second blast after firing the first, or first volley? You're also going to need to write how fast each blast moves and how far their maximum travel distance is (if I understood right, 15ft is only before they start losing damage?)

-Love Darkness Explosion would require Area Attack Proficiency if the beam is over 3ft in diameter (See here for clarification). You can leave out the long cast time and being able to interrupt it as it's a super move, they are always similarly powerful regardless of their disadvantages - that's kind of their point. If something about super moves is unclear, I would recommend reading this relevant info in the rules section or just asking in the Help Desk.
 [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...
(10-07-2016, 08:13 AM)Amaterasu Wrote:
(10-06-2016, 03:43 PM)Eda Wrote: reposting as I fixed these and never got word back



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 ) 600 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 Offensive  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 tremendous focus
Can be charged while moving , however can not be cast while moving with any accuracy 
Can not be chained together with other moves

Just a few notes for you from my end:

-writing how much damage it does has no real impact on the move, since its power is determined by how hard it is to use. That's not to say you must leave it out, it's just a comment of mine.

-Shineblast would be 600 OM I believe, because it is variable (charging to fire multiple at a time). Also I am a little confused myself about the "chaining" thing, wouldn't it require 10 seconds to charge a second blast after firing the first, or first volley? You're also going to need to write how fast each blast moves and how far their maximum travel distance is (if I understood right, 15ft is only before they start losing damage?)

-Love Darkness Explosion would require Area Attack Proficiency if the beam is over 3ft in diameter (See here for clarification). You can leave out the long cast time and being able to interrupt it as it's a super move, they are always similarly powerful regardless of their disadvantages - that's kind of their point. If something about super moves is unclear, I would recommend reading this relevant info in the rules section or just asking in the Help Desk.

In reply to this I got another super that was a ball style attack larger approved without area attack prof , so long as the attack is not A.o.e I don't know that it is needed

Chaining for shine blast would mean I can do one , then 2 , the charge time dropping for the second attacks because the energy for all three would be prior charged . It is just difficult to send them at the target 

as for writing the damage for the spells , tis how I was told to write them . So it is how I write them , have fixed everything now in the quote .

edit - I listed it as an offensive move to fix a possible issue
Again, bump. http://omniverse-rpg.com/showthread.php?...9#pid83899
[Image: ar_sig_by_invagir-db61o55.png]
More Stuff!

Rocket Launcher (+600 om) (Range Prof, Homing, Remote Control)  
The space marine's answer to packs of close infantry, the rocket launcher is a long range, er, rocket launcher, throwing overpowered frags down on anything in sight. . It can fire at a rate of one per second, each rocket a 40 MPH projectile that will continue until it slams into its target or solid object and unleashes the explosive energy inside. The point of impact does the most damage, enough to splatter "normal" targets from the direct hit. But it's the blast that make it so valuable as a weapon to DG, the explosion sending a 6 feet radius pressure wave that pulps organs and decorates everything nearby in flame and shrapnel, enough to turn weak enemies into gibs.

The Weapon also has two modules: The first is a homing bust. If DG can keep his sight on the target for 4 seconds, the rocket launcher will fire three rockets in quick burst that hollow the target, although the homing is not smart enough to go around obstacles. The second is the remote detonation, any rockets flight moving as normal before DG detonates them prematurely, hitting enemies hiding behind cover where previously they might have been protected. Both cannot be used at the same time, and requires DG to switch them out to use the other.

Bottomless Magazines are, in fact, bottomless.

Heat Blast (300 OM) (Ranged Prof, AoE)
Even the plasma gun's heat vents are a potent weapon. After heat has built up in the weapon, DG can unleash the weapon's built up heat in a 180 degree ray in front of him, scorching everything five feet around him. Although the heat is not enough to burn anything, the pain is still excruciating. However, the time it takes to build up heat is extremely slow, and this attack cannot be use for another ten seconds. The cool down is dropped down to three seconds if the plasma gun's normal fire mode is used. This module cannot be used with the Stun Bomb module and must be switched out to use the other.

Stun Bomb (300 OM) (Ranged Prof, AoE, Debuff)
The technology that have gone into this weapon are rather over the Doomguy's ability to understand it (something about extreme heat and electromagnetism), but even he can recognize a weapon that he can use. After a second to charge, a ball of palasma is arched towards an enemy up to third yards away before it explodes with a 3 feet radius. But rather than damage the target, those caught in the blast are stunned as their bodys become stuck to the ground for two second. the weapon mod requires 3 seconds to cool down before being used again.
Vampire Claw (300 OM) (Physical Strength Prof)
Also refereed to as "Remilia Slash" because "it sounds cooler", Remilia can enhance her melee attacks by infusing them with her red magic. The long claw like nails on her hands were already pretty painful to be hit with, but now have a slight boost with these empowered attacks. However, the more useful effect of this is the increased range, as red slashes follow the momentum of the strikes in sweeping arcs, adding a foot of reach to all of her melee hits. This is for the most part just an extension of her unarmed attacks, meant to make up for the short range of her childish body. 

Spell Card: Devil "Remilia Stretch" (300 OM) (Physical Strength Prof) Visual
When Remilia cannot tolerate the presence of someone any longer, she draws her magical might into her balled up fist and banishes them from her sight at the blow launches them across the room. Red aura forms exclusively around her hand as she holds it back, ready to deck whoever fool standing in front of her. After a three second charge, she swing forwards and the pent up energy is spent in whatever is hit. If it connects, its powerful enough to shatter any defenses (barring super moves) and send the target flying. it's rare that anything can stand up from it, but it's long charge time and pitiful range makes it almost trivial to dodge, making it more useful in situations where an enemy is already trapped.  This spell card has a 8 second cooldown, slightly shorter than the others. 

Servant Flyer (300 OM) (Range Prof, Homing)
Summing a collection of three red magic circles around her after a second of concentration, Remilia sends out bat shaped danmaku out from the three spot than spawn no more than two feet away form her. While doing little in damage, they have a slight homing effect that will make the bullets curve to where an opponent is standing when its shot, but will not do much beyond a slight bend. This is made up with having a lot of bullets, each magic circle firing a shot off a second. They will disappear once Remilia moves from her spot, and require her to resummon them.
[Image: XC51JWE.png]
Bumping all of these: http://omniverse-rpg.com/showthread.php?...5#pid85175
Reposting the fixed versions

Lightning : ( Requires ranged 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 ) 600 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 Offensive  super move ) ( Requires Ranged proficiency , Area attack proficiency , homing 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 tremendous focus
Can be charged while moving , however can not be cast while moving with any accuracy
Can not be chained together with other moves
http://omniverse-rpg.com/showthread.php?...9#pid85799 Bumping this.
Sombra:[spoiler]
(10-03-2016, 11:05 PM)King Sombra Wrote: 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. 

Scythe Raid: What's the range on it? How draining is it to use? Can it be charged while he's moving, does he need to stand still, and/or can he do anything else while readying it? Can the charge be broken or interrupted in any fashion?

Earthbreaker: How long does it take him to set all this up? What's the range on the thrown chunks of earth? How exactly does it debuff targets hit by it, and how long does said debuff last?

Dark Magic Weapons: Yeah, good to go.

Blaze: Assuming this means that each strike will set an opponent on fire for two seconds, up to the maximum of 30.  That said, keep in mind that targets with a higher defense that Sombra's attack probably wouldn't be effected as strongly. On another note, how long does the effect last on the scythe when activated? And why does it need area attack?

Justicebringer: Given that each variant of ammunition can be controlled remotely via telekinesis in addition to just homing in on an opponent, in addition to just being fired normally (as the wording would dictate), this move would cost 3600 in total. That being said...
-- Flash Rounds: Blindness for 20 seconds is a bit much, especially with just something you can fire at will once it's loaded. No charge time or anything, even with such a long reload (after the fact, making it essentially pointless) would make the effect quite weak, or short lasting. Keep in mind that even a modern-day flash grenade only blinds someone for about five seconds, and go from there.
-- Conventional Bullets: Look good, for the most part...but why do they have a charge time?
-- Lightning: Assuming you want such a long charge time, this one is good to go, I suppose.
-- Non-Lethal Rounds: Assuming this completely disables a limb for the duration, it's a fair bit on the strong side. Keep in mind that opponents with higher defense would be able to recover sooner.[/spoiler]


Sabrina:[spoiler]
(10-04-2016, 08:04 AM)Sabrina Wrote: Disable (Requires Ranged, Debuff Proficiencies) (300 OM)
A move used commonly by psychic Pokemon, and very dangerous weapon in a tactician's hands.

Disable is a move used on an opponent's move to, as the name says, disable it for 30 seconds. To do so Sabrina fires a basketball-sized purple psychic blast from just in front of her forehead with minimal preparation. The projectile has no solid mass (it won't knock back an opponent or physically harm them) but can be blocked by physical barriers. It flies nearly as fast as a bullet and dissipates after flying a maximum distance of ~100 meters, or hitting any obstacle.
Before Disable can be used effectively Sabrina must first witness the move that she intends to disable, after which point she is able to use Disable while it is used and for up to a minute after the last usage (or in the case of continuous moves, a minute after it was stopped using). Alternatively if she is aware of her opponent having that move with successful use of Telepathy or Insight, she can use Disable without needing to witness it first.
Someone under the influence of Disable will find themselves unable to remember how to use that specific move for 30 seconds, nor what that move does if used. Moves used in similar ways (e.g. an opponent using a pistol and a rifle, both are used by pulling the trigger) are not affected.

Further limitations are:
-Disable will not work on someone with only one move worth 300 OM, or no moves at all.
-It will also not work on moves that are essential to the character (such as someone with blades instead of fingers, as they couldn't not using their hands for a while).
-Sabrina cannot use Disable again for 2 minutes after firing a blast, regardless of whether or not it succeeds.
-Only a single instance of the move may be disabled, not the entire thing if the move consists of multiple instances (i.e. it costs more than 300 OM). As an example, Sabrina uses Disable on an opponent who uses a gun with two types of ammunition (Type A and B, both with different effects) and which has a bayonet attached. Disable is used on Ammo type A. The opponent would still remember how to use Ammo type B and how to operate the rifle with that ammo in it, and the bayonet.

Note that this is purely a mental attack: it does not actively prevent the victim from "rediscovering" how to use a move by deduction (e.g. they know that pulling a trigger on their pistol fires it, and deduce that pulling the trigger on their Disable'd rifle would do something similar), being reminded of how it's used by allies and "accidentally" using the move (e.g. flinching and pulling the trigger by clenching their fists) is also allowed. The move may however not be quite as effective as if used when not debuffed due to the missing knowledge on its effects. (Please don't abuse this)

Now that there is what we call something nifty. Approved.[/spoiler]

Mick:[spoiler]
(10-05-2016, 02:12 PM)Mick Rory Wrote: C-23 "Hailfire" Rotary Cannon(300)

A black metal rotary cannon. It fires incredibly fast, yet despite this doesn't do much damage per individual plasma bolt. It fires 2 plasma bolts/second, with 10 seconds of fire per clip. He can hold a maximum of (Level*2) clips for the weapon, and it hits a maximum range of 30 meters. In addition, it isn't meant for accuracy - the shots go off a little in any direction. Loading takes 2 seconds.

He must have both hands on the weapon to use it, and cannot use it with any other moves.

Judgement(300)

A black metal rifle, with a scope on the top. Due to Mick's strength, he can hold this rifle one-handed, though he is largely unable to aim like that, and he never holds it like that for combat. It only holds a single bullet per round, and he carries (Level * 2) rounds with him. These bullets are powerful and have a high velocity, reaching a maximum effective range of 60 meters. However, he is very slow to aim and fire it, having to load the bullet, cock the gun, aim through the scope, and fire. It's highly accurate as well, as long as he bothers with the scope.

In combat, he wields it with both hands, and cannot use it with any other moves.

Neato. Good to go.[/spoiler]

Koal:[spoiler]
(10-05-2016, 02:24 PM)Koal Wrote: Flesh Reaver (Requires Physical Strength) Cost: 600 OM

[Image: Weapon-1-1024x640-GamersRD.jpg]

The Fleshreaver is a combination of a scissor blade and a Twinscythe, and has a gritty, makeshift appearance, despite being incredibly deadly. The outside edge of the blades, both in sword and scythe form, are serrated for the tearing of flesh rather than slicing. The inside edge is sharp and honed to cut through whatever is deemed unlucky enough To be on the receiving end. The transition from sword to scythe takes about five seconds, during which Koal is vulnerable to attack. It can be summoned on the fly, and used while moving. The range on the sword Is about six feet, which is how far Koal can swing it without over exerting himself. The scythe has an eight foot range.

Nasty. Also good to go.[/spoiler]

Renji:[spoiler]
(10-06-2016, 10:06 PM)Renji Wrote: Demon Guillotine (300) Requires Physical Strength

After a few seconds a thick and heavy blade sprouts from one of Kuzuru’s forearms. It runs from elbow to wrist and juts outwards about four inches. The guillotine is quite heavy and is cumbersome to wield. The weight forces his arm to hang limp at his side and only through slow telegraphed movements can he swing the weapon with any force. Despite the downsides should he manage to score a solid hit with the guillotine   the results would be devastating. It takes only a few moments to desummon the blade, but while it is active he is unable to use his “Demon Blades” move.

Malicious Presence (300)

This one I'm not sure if it would count as a fodder power or what I would need as prerequisites to make this work.

Having swallowed a countless number of souls Kuzuru’s very presence has become a tangible force. Anyone within 20 meters of Kuzuru can pinpoint his location as if they had basic enhanced senses. Anyone that is aware of his presence feels a tangible sense of danger emanating from him, and those without insight or a sufficiently high TEC skill feel he is stronger than he actually is. This feeling is more profound in secondaries and is used as an intimidation tool for Kuzuru. The demon can choose to increase the potency of this effect, but anyone within 40 meters can pinpoint his location and he can only keep this up for a minute or so before reverting back to the base effect.

Strength of the Damned Tier 1 power-up (1000)

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

Should Renji or Kuzuru find themselves in a rough spot they can temporarily call upon the strength of the numerous souls trapped within the Ouroboros Blade. Physically not much changes, but they become much stronger and more skilled.

Vaporize (300) Requires Physical Strength, Ranged Proficiency, Debuff Proficiency, Area Attack Proficiency

Strazio dips his hands into a body of water and begins to pump small amounts of energy into it. He must keep his hands submerged for three full seconds, but he is allowed to move about so long as his hands do not leave the water. After three seconds the energy hits a tipping point and the water erupts upwards in a geyser of searing hot steam. Should someone be unfortunate enough to be caught directly in the geyser the hot water sticks to their skin and moderately burns them. After the eruption the steam stays present in the air and while it is harmless it still blankets a roughly ten foot area and obscures vision.

Blackout (300) Requires Physical Strength, Debuff Proficiency

Having a potent mastery over raw energy Strazio is able to siphon energy directly from someone’s flesh. He grabs a target and for up to three seconds begins to sap energy from them. The closer to his target’s heart that he grabs the more effective blackout becomes, whereas grabbing a limb produces little effects beyond numbness or dull aching. During this process and for two seconds afterwards Strazio is unable to use any other moves. A full charge will leave the target feeling groggy and winded for ten seconds, while anything less than a full charge will last for a fraction of the time.

Demon Guillotine: Spooky. Good to go.

Malicious Presence: This one...I'm not really sure. I feel like the basic effect of it, beyond people being able to pinpoint his location could work as the way you employed the Suppression power if you ever picked it up, since it similarly masks his real power and such, TEC limit and all. So...that's one option, but I'm not entirely sure.

Strength of the Damned: Good to go.

Vaporize: Nifty. Good to go.

Blackout: You mention a charge at the end of the move, but nowhere else in the move. Clarify?[/spoiler]

Doomguy:[spoiler]
(10-07-2016, 06:46 PM)Doomguy Wrote: More Stuff!

Rocket Launcher (+600 om) (Range Prof, Homing, Remote Control)  
The space marine's answer to packs of close infantry, the rocket launcher is a long range, er, rocket launcher, throwing overpowered frags down on anything in sight. . It can fire at a rate of one per second, each rocket a 40 MPH projectile that will continue until it slams into its target or solid object and unleashes the explosive energy inside. The point of impact does the most damage, enough to splatter "normal" targets from the direct hit. But it's the blast that make it so valuable as a weapon to DG, the explosion sending a 6 feet radius pressure wave that pulps organs and decorates everything nearby in flame and shrapnel, enough to turn weak enemies into gibs.

The Weapon also has two modules: The first is a homing bust. If DG can keep his sight on the target for 4 seconds, the rocket launcher will fire three rockets in quick burst that hollow the target, although the homing is not smart enough to go around obstacles. The second is the remote detonation, any rockets flight moving as normal before DG detonates them prematurely, hitting enemies hiding behind cover where previously they might have been protected. Both cannot be used at the same time, and requires DG to switch them out to use the other.

Bottomless Magazines are, in fact, bottomless.

Heat Blast (300 OM) (Ranged Prof, AoE)
Even the plasma gun's heat vents are a potent weapon. After heat has built up in the weapon, DG can unleash the weapon's built up heat in a 180 degree ray in front of him, scorching everything five feet around him. Although the heat is not enough to burn anything, the pain is still excruciating. However, the time it takes to build up heat is extremely slow, and this attack cannot be use for another ten seconds. The cool down is dropped down to three seconds if the plasma gun's normal fire mode is used. This module cannot be used with the Stun Bomb module and must be switched out to use the other.

Stun Bomb (300 OM) (Ranged Prof, AoE, Debuff)
The technology that have gone into this weapon are rather over the Doomguy's ability to understand it (something about extreme heat and electromagnetism), but even he can recognize a weapon that he can use. After a second to charge, a ball of palasma is arched towards an enemy up to third yards away before it explodes with a 3 feet radius. But rather than damage the target, those caught in the blast are stunned as their bodys become stuck to the ground for two second. the weapon mod requires 3 seconds to cool down before being used again.

All good to go.[/spoiler]

Remilia:[spoiler]
(10-09-2016, 03:59 AM)Remilia Scarlet Wrote: Vampire Claw (300 OM) (Physical Strength Prof)
Also refereed to as "Remilia Slash" because "it sounds cooler", Remilia can enhance her melee attacks by infusing them with her red magic. The long claw like nails on her hands were already pretty painful to be hit with, but now have a slight boost with these empowered attacks. However, the more useful effect of this is the increased range, as red slashes follow the momentum of the strikes in sweeping arcs, adding a foot of reach to all of her melee hits. This is for the most part just an extension of her unarmed attacks, meant to make up for the short range of her childish body. 

Spell Card: Devil "Remilia Stretch" (300 OM) (Physical Strength Prof) Visual
When Remilia cannot tolerate the presence of someone any longer, she draws her magical might into her balled up fist and banishes them from her sight at the blow launches them across the room. Red aura forms exclusively around her hand as she holds it back, ready to deck whoever fool standing in front of her. After a three second charge, she swing forwards and the pent up energy is spent in whatever is hit. If it connects, its powerful enough to shatter any defenses (barring super moves) and send the target flying. it's rare that anything can stand up from it, but it's long charge time and pitiful range makes it almost trivial to dodge, making it more useful in situations where an enemy is already trapped.  This spell card has a 8 second cooldown, slightly shorter than the others. 

Servant Flyer (300 OM) (Range Prof, Homing)
Summing a collection of three red magic circles around her after a second of concentration, Remilia sends out bat shaped danmaku out from the three spot than spawn no more than two feet away form her. While doing little in damage, they have a slight homing effect that will make the bullets curve to where an opponent is standing when its shot, but will not do much beyond a slight bend. This is made up with having a lot of bullets, each magic circle firing a shot off a second. They will disappear once Remilia moves from her spot, and require her to resummon them.

Good.[/spoiler]

Eda:[spoiler]
(10-10-2016, 05:05 PM)Eda Wrote: Reposting the fixed versions

Lightning : ( Requires ranged 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 ) 600 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 Offensive  super move ) ( Requires Ranged proficiency , Area attack proficiency , homing 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 tremendous focus
Can be charged while moving , however can not be cast while moving with any accuracy
Can not be chained together with other moves

Good, 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
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. This can be done while moving and is about as taxing as a short sprint would be. This can be interrupted should someone manage to damage him at all. Furthermore it can be used with other moves. It can also be done while moving though is more likely to miss the intended target.

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. This takes him about 20 seconds to set up. The range on the chunks of earth is about 30 feet from him in any direction. The debuff comes from them being smacked in the face by fast moving chunks of debris, and lasts about 15 seconds because the debris would likely give them a concussion. 



Scythe Art - Elemental Scythe - Blaze
(900, Debuff, Physical Strength, Area Attack, Ranged Proficiency.)
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.Once the red runes have surrounded his blade,  there is a secondary way he can choose to use this. Rather than attack his opponent with the Scythe he can stab it into the ground, and 6 pillars of black fire will rise out of the ground, moving towards an opponent to roast them. This  particular substrate of the move requires about a 15 second charge up. The secondary use has a range of about 50 feet. 

Justicebringer (Ranged,3600. 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. Presently this appears to be made out of black crystal and has one type of ammo. 


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. The charge time is due to Sombra getting used to using the rifle.

 

*Edited versions are shown.
New forms and new pew pew.


Mumm-Ra the Ever-Living -- Tier 1 Power Up -- 1000 OM
[Image: tumblr_m6vp4wwwHi1rawb5do1_500.jpg]

Mumm-Ra calls upon the power of his patron saints, the Ancient Spirits of Evil, to empower him. In so doing, his powers are augmented, and his frail, feeble body is rejuvenated and further strengthened with their immense magical might. The bandages shrouding his form tear apart, revealing a greatly muscled physique, as he gains several feet in height, easily standing in at a towering height of eight feet and more, and many decorative ornamentations in his clothing materializing on him. A glowing red emblem, emblazoned with a two-headed serpent, can be seen on his chest in this state.

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


Energy Storm -- 300 OM (Requires: Ranged, Area Attack proficiency)
Holding both hands before him, Mumm-Ra gathers energy between his palms in the form of a brightly glowing ball of red. After five seconds of gathering strength, he holds both hands over his head, spreading the gathered energy into a 'net' between his outspread fingers, and releases a blistering, crackling storm of red lightning across an area before him, reaching out to roughly ten meters from him and spreading into a virtual 180 degree cone in front of him. The storm of energy can be maintained for up to 10 seconds before running out of steam, and targets within it are violently electrocuted and burned by the wildly rampaging bolts. If Mumm-Ra is struck a powerful enough blow while preparing or actually casting this move, his focus can be broken and end it early.


Eye Bolt -- 300 OM (Requires: Ranged proficiency)
A quick bolt of red energy fired from Mumm-Ra's eyes. It has an effective range of about 10 meters, and has virtually no prep time or charge behind it, the only indication being a slight glow to his eyes. It is thus not exceptionally powerful, serving as more of a surprise tactic than a viable offense.


Sword of Plun-Darr -- 900 OM (Requires: Physical Strength, Ranged, Area Attack, Debuff)
[Image: Net8lhG.jpg]

An exceptionally powerful blade, equally suited to being wielded in a melee confrontation as a conduit for magic. When at rest and not in use, it appears as a pair of golden, two headed serpents coiled around each other. When readied for use, the serpent heads at either end open and spread, allowing the gleaming blades of the weapon to emerge in a flash of golden fire. With both blades fully extended, the weapon is nearly as tall as Mumm-Ra's feeble, decrepit state. It can be wielded with either one or both blades out in equal fashion, with little difference to its performance or capabilities.

When in its active state, the blade can be rapidly spun in one or both hands, creating a gleaming circle of golden flames over three seconds, from which a large beam roughly five feet in diameter can be fired, reaching out to nearly twenty meters before dissipating. The flames created in this manner are incredibly potent, and tend to strike with as much physical, concussive force as they do thermal energy, throwing targets hit by it aside and shoving them back as much as burning them.

A quick swipe of the blade can unleash beams of golden energy to fire at a target, or multiple targets, within twelve meters. They move quickly, but have no tracking capability and are not terribly difficult to dodge for an aware or speedy foe. A foe hit by these beams will find themselves ensnared by golden 'ropes' of energy, binding them tightly and making even regular movement all but impossible. Stronger foes will be able to break free sooner, but at a base level the bindings will last for roughly five seconds before fading on their own. There is no functional limit to how many targets can be bound at a given time with this use of the sword's powers, save for its time limit, and a slightly 'cooldown' of two seconds between each swing which launches the binding ropes.
Foot of Fission (Physical) (600): Utsuho’s right foot is encased in congealed corium, similar to the elephant’s foot of Chernobyl, up to just below mid-calf. The solidified mixture of concrete and nuclear core material weighs a good 15 pounds, though its weight doesn’t throw off or otherwise hinder Okuu’s movements to a noticeable degree due to her strength. Unlike her control rod, this concrete casing can not be easily removed, and has to be broken, making it a decently permanent bludgeon. If it does get broken, she can always melt down more concrete, glass, and nuclear material onto her foot again, but that’s not something she could do in the heat of battle.
With this foot, she can also perform a move she affectionately calls “Melting Pummel Kick,” where she kicks someone over, pins them down, and unleashes a powerful barrage of nuclear fission blasts through said foot and directly into their chest. Channeling the energy to cause the blasts takes a second of charge-up, and the blasts themselves drain out their fuel over the course of two seconds. The energy required to cause fission is much, much less than fusion, so this move isn’t all that draining in the long run. However, Okuu is rather winded and a bit sore for around a minute afterwards. The wind-up on the kick itself is rather large and obvious as well. In order to knock over her opponent, Okuu needs to go in for a high kick to the chest. If she misses this kick, she herself will fall right over.
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
(10-12-2016, 11:46 AM)ElFailzalot Wrote: Renji:[spoiler]
(10-06-2016, 10:06 PM)Renji Wrote: Malicious Presence (300)

This one I'm not sure if it would count as a fodder power or what I would need as prerequisites to make this work.

Having swallowed a countless number of souls Kuzuru’s very presence has become a tangible force. Anyone within 20 meters of Kuzuru can pinpoint his location as if they had basic enhanced senses. Anyone that is aware of his presence feels a tangible sense of danger emanating from him, and those without insight or a sufficiently high TEC skill feel he is stronger than he actually is. This feeling is more profound in secondaries and is used as an intimidation tool for Kuzuru. The demon can choose to increase the potency of this effect, but anyone within 40 meters can pinpoint his location and he can only keep this up for a minute or so before reverting back to the base effect.

Blackout (300) Requires Physical Strength, Debuff Proficiency

Having a potent mastery over raw energy Strazio is able to siphon energy directly from someone’s flesh. He grabs a target and for up to three seconds begins to sap energy from them. The closer to his target’s heart that he grabs the more effective blackout becomes, whereas grabbing a limb produces little effects beyond numbness or dull aching. During this process and for two seconds afterwards Strazio is unable to use any other moves. If he is able to grab his target for the full three seconds he will leave the target feeling groggy and winded for ten seconds, while anything less will last for a fraction of the time.

Malicious Presence: This one...I'm not really sure. I feel like the basic effect of it, beyond people being able to pinpoint his location could work as the way you employed the Suppression power if you ever picked it up, since it similarly masks his real power and such, TEC limit and all. So...that's one option, but I'm not entirely sure.

Blackout: You mention a charge at the end of the move, but nowhere else in the move. Clarify?[/spoiler]

Malicious Presence
- Yeah I'm not 100 percent sure either. I want the pinpoint location portion to be a major drawback for being able to seem much more dangerous that he actually is. I want PCs and NPCs to feel like a palpable wickedness emanating from him, more so than him just being a general dick. I almost feel like it would be a fodder power, but I'd like it to potentially be able to affect site NPCs and PCs and such. What would you suggest as the next step to making this a workable thingy?

Blackout - Changed the wording make a bit more sense yo.
(10-12-2016, 04:58 PM)Mumm-Ra Wrote: New forms and new pew pew.


Mumm-Ra the Ever-Living -- Tier 1 Power Up -- 1000 OM
[Image: tumblr_m6vp4wwwHi1rawb5do1_500.jpg]

Mumm-Ra calls upon the power of his patron saints, the Ancient Spirits of Evil, to empower him. In so doing, his powers are augmented, and his frail, feeble body is rejuvenated and further strengthened with their immense magical might. The bandages shrouding his form tear apart, revealing a greatly muscled physique, as he gains several feet in height, easily standing in at a towering height of eight feet and more, and many decorative ornamentations in his clothing materializing on him. A glowing red emblem, emblazoned with a two-headed serpent, can be seen on his chest in this state.

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

Approved!

Quote:Energy Storm -- 300 OM (Requires: Ranged, Area Attack proficiency)
Holding both hands before him, Mumm-Ra gathers energy between his palms in the form of a brightly glowing ball of red. After five seconds of gathering strength, he holds both hands over his head, spreading the gathered energy into a 'net' between his outspread fingers, and releases a blistering, crackling storm of red lightning across an area before him, reaching out to roughly ten meters from him and spreading into a virtual 180 degree cone in front of him. The storm of energy can be maintained for up to 10 seconds before running out of steam, and targets within it are violently electrocuted and burned by the wildly rampaging bolts. If Mumm-Ra is struck a powerful enough blow while preparing or actually casting this move, his focus can be broken and end it early.


Eye Bolt -- 300 OM (Requires: Ranged proficiency)
A quick bolt of red energy fired from Mumm-Ra's eyes. It has an effective range of about 10 meters, and has virtually no prep time or charge behind it, the only indication being a slight glow to his eyes. It is thus not exceptionally powerful, serving as more of a surprise tactic than a viable offense.


Sword of Plun-Darr -- 900 OM (Requires: Physical Strength, Ranged, Area Attack, Debuff)
[Image: Net8lhG.jpg]

An exceptionally powerful blade, equally suited to being wielded in a melee confrontation as a conduit for magic. When at rest and not in use, it appears as a pair of golden, two headed serpents coiled around each other. When readied for use, the serpent heads at either end open and spread, allowing the gleaming blades of the weapon to emerge in a flash of golden fire. With both blades fully extended, the weapon is nearly as tall as Mumm-Ra's feeble, decrepit state. It can be wielded with either one or both blades out in equal fashion, with little difference to its performance or capabilities.

When in its active state, the blade can be rapidly spun in one or both hands, creating a gleaming circle of golden flames over three seconds, from which a large beam roughly five feet in diameter can be fired, reaching out to nearly twenty meters before dissipating. The flames created in this manner are incredibly potent, and tend to strike with as much physical, concussive force as they do thermal energy, throwing targets hit by it aside and shoving them back as much as burning them.

A quick swipe of the blade can unleash beams of golden energy to fire at a target, or multiple targets, within twelve meters. They move quickly, but have no tracking capability and are not terribly difficult to dodge for an aware or speedy foe. A foe hit by these beams will find themselves ensnared by golden 'ropes' of energy, binding them tightly and making even regular movement all but impossible. Stronger foes will be able to break free sooner, but at a base level the bindings will last for roughly five seconds before fading on their own. There is no functional limit to how many targets can be bound at a given time with this use of the sword's powers, save for its time limit, and a slightly 'cooldown' of two seconds between each swing which launches the binding ropes.

Energy Storm: Can Mumm move around while doing this? How draining is it? Does the electricity debuff or anything? Can this be used with other moves?

Eye Bolt: What are the dimensions on these blasts, the size of his eyes or like a fist or larger? How fast do they move?

Sword of Plun-Darrrrrr: For the beam, how fast does it move? Can he move around and re-aim it? Does it require concentration? How draining is it? Can he maintain it until he chooses to stop or is there a set time? Can this be used with other moves?

For the binds, can this be used while moving? How draining is it to use? Can this be used with other moves?

(10-12-2016, 08:11 PM)Utsuho Reiuji Wrote: Foot of Fission (Physical) (600): Utsuho’s right foot is encased in congealed corium, similar to the elephant’s foot of Chernobyl, up to just below mid-calf. The solidified mixture of concrete and nuclear core material weighs a good 15 pounds, though its weight doesn’t throw off or otherwise hinder Okuu’s movements to a noticeable degree due to her strength. Unlike her control rod, this concrete casing can not be easily removed, and has to be broken, making it a decently permanent bludgeon. If it does get broken, she can always melt down more concrete, glass, and nuclear material onto her foot again, but that’s not something she could do in the heat of battle.
With this foot, she can also perform a move she affectionately calls “Melting Pummel Kick,” where she kicks someone over, pins them down, and unleashes a powerful barrage of nuclear fission blasts through said foot and directly into their chest. Channeling the energy to cause the blasts takes a second of charge-up, and the blasts themselves drain out their fuel over the course of two seconds. The energy required to cause fission is much, much less than fusion, so this move isn’t all that draining in the long run. However, Okuu is rather winded and a bit sore for around a minute afterwards. The wind-up on the kick itself is rather large and obvious as well. In order to knock over her opponent, Okuu needs to go in for a high kick to the chest. If she misses this kick, she herself will fall right over.

How strong is this in general terms if used on the average person? Like, would it feel more like a barrage of paintballs or like being hit in the chest with a bat repeatedly?  Can this be used with other moves?
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights



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