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So, I'm aware that we have a thread for designing joke characters, but if you're a GM-Head like me, then you've probably been tempted to create a Prime profile for another character, even if you already have two, just for fun!
This is where people (or at least, I) can do that, to put their character construction skills on display. There are no real rules for this thread, aside from adhering to all basic Omniverse rules, so feel free to give your creations as much or as little OM as you want.
...as long as some ground rules are understood.
1. This thread is, in no way, 'Official'.
2. Creating a sheet for a new Prime here does not formally reserve you that character.
3. This should go without saying, but Moderators are not obligated to look your sheets over.
4. This thread CANNOT be used to 'test' character concepts before creating Join applications.
5. Being a 'Wax Museum', it'd be nice if you included a picture of your creations in their 'Displays'.
Other than that, have fun!
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
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I've actually already done something similar to this, which everyone may or may not have seen. I'm not going to copy everything, of course, but I'll link it here: <!-- l --><a class="postlink-local" href="http://omniverse-rpg.com/viewtopic.php?f=28&t=2885">viewtopic.php?f=28&t=2885</a><!-- l -->
These are Athena (in her original, pre-Omniverse form) and her teammates from Eclipse Phase. They're not completely done, but there's a good deal of information there all the same. :3
GM-Heads unite!
"I do what I can to help, but I refuse to bear the burden of being called a hero."
III'm back!
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Here's something different I probably would of never tried
Name: Colonel Mael Radec
Spent OM: 17000
Proficiencies (5200): Physical Strength (1000), Ranged (1000), Area Attack (600), Remote Control (600), Buff (1000), Debuff (1000)
Powers (1800): Super Speed (1000), Burst Movement (800), Stealth – (1200)
Moves (3300): Combat Knife (300), Handgun (300) , StA-3 LMG (300), VC-8 shotgun pistol, VC-32 sniper rifle, LS-13 shotgun, VC-1 flamethrower, VC-21 boltgun, StA-X3 multi-shot launcher, StA-5X Arc Cannon and jetpack (2400)
Super Moves(4000): Stealth take out, Gun/grenade shot
Transformations (1500): Self Speed-Up (+5 SPD, +3 TEC, +2 ATK)
Items (300): Communicator, Mobile Dataverse Device (Muse)
Unlocks: N/A
Starting Base Stats:
ATK: 4
DEF: 3
SPD: 2
TEC: 1
![[Image: Darkdata.png]](http://omniverse-rpg.com/images/badges/Events/Darkdata.png) Jak/Mar- Dynamite Kid/ DA 2018" (Translated text) ![[Image: hVDTXBF.gif]](https://i.imgur.com/hVDTXBF.gif) (Thanks Ezzy!)
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Name: Richard B. Riddick
Source: The Chronicles of Riddick
Stats:
ATK: 2
DEF: 2
SPD: 2
TEC: 4
Proficiencies: Physical Strength, Ranged Proficiency, Area Attack Proficiency, Buff Proficiency, Debuff Proficiency
Powers: Burst Movement, Basic Super Jumping, Master Acrobat, Basic Enhanced Senses, Stealth, Basic Regeneration
Moves:
Dual Ulaks (Requires Physical Strength): Riddick most commonly wields a pair of unique, serrated knives called Ulaks in close quarters battle. They excel at quick, brutally accurate strikes, and tend to cause deep, bleeding wounds.
Bioraptor Pounce (Requires Physical Strength, Basic Super Jumping): Riddick hunkers down for one and a half seconds before savagely leaping on to his target from up to ten meters away. This almost always knocks the target down, and give Riddick an opportunity to strike at their vitals.
Hell Hound Takedown (Requires Physical Strength, Burst Movement): Riddick sweeps at the legs of his opponent with blinding speed, knocking them down, though it is less effective on non biped or very heavy targets.
Sulfur Eel Slip (Requires Physical Strength, Master Acrobat): Riddick uses his uncanny agility to slip under and around enemy melee blows, but this maneuver works poorly against area attacks.
Alpha Dog (Requires Buff Proficiency): Riddick's impressive combat prowess and intimidating charisma can be used to inspire team members fighting alongside him in battle to fight harder ans longer. Riddick must be able to speak loudly and clearly, and the team members must be able to hear him.
Super Moves:
Furyan Wrath - Tier 1 Offensive (Requires Ranged Proficiency, Area Attack Proficiency): Riddick remains still and gathers energy for five seconds before releasing a pulse of shimmering blue-green energy that knocks enemies and friends alike back in a radius of 10 meters. Riddick can only do this once per battle, and is significantly drained afterwards.
The Riddick Special - Tier 2 Offensive (Requires Physical Strength, Stealth, Debuff Proficiency): Riddick can only use this move while hidden from his opponent. If Riddick is able to sneak up from behind, he can deliver a devastating attack to the target's vitals. If this does not outright kill the target, it will leave them desperately crippled and bleeding.
Transformations:
Beatdown - Powered-Up Form: Sometimes, cunning and agility just aren't enough to take someone down. Sometimes, you just need to tear them apart. When necessary, Riddick will forego his prowess in battle and focus purely on brute strength. Good for snapping bear's necks and the like.
ATK: 7
DEF: 3
SPD: 4
TEC: 1
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
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Name: Zero Mk. II
Source: Megaman Zero
Stats:
ATK: 3
DEF: 2
SPD: 2
TEC: 3
Proficiencies: Physical Strength, Ranged Proficiency, Remote Control Proficiency, Homing Proficiency, Debuff Proficiency
Powers: Burst Movement, Basic Super Jumping, Master Acrobat, Phasing, Survivability
Moves:
Z Saber (Requires Physical Strength): Zero wields a green, triangular energy sword that excels at quick, arcing slash attacks that cover large areas. Individual strikes from the Z Saber are rarely fatal, but Zero's ferociously quick combos can kill enemies just as easily. If necessary Zero can charge the Z Saber for 2.5 seconds to unleash a powerful, two-handed, armor piercing slash.
Buster (Requires Ranged Proficiency): This weak yet versatile handgun fires in rapid bursts of four. While it does not do much damage, it is highly accurate and easily wielded while moving. Like the Z Saber, Zero can charge the Buster for 2.5 seconds to unleash a more powerful, single shot.
Fefnir Volcano (Requires Ranged Proficiency, Debuff Proficiency): Zero can charge his Buster for 3.5 seconds to unleash an enormous blast of fire, three feet in diameter. It moves through any targets for up to thirty feet before dissipating, setting them on fire for 5 seconds.
Leviathan Wave (Requires Physical Strength, Debuff Proficiency, Burst Movement): Zero charges his Z Saber for 3.5 seconds before rocketing forward on his boosters in a straight line, delivering a single blow to an enemy that freezes them solid for 2 seconds.
Harpuia Storm (Requires Ranged Proficiency, Remote Control Proficiency) Zero charged his Buster for 3.5 seconds before firing a large sphere of lightning that continually shocks anything within its 2 foot radius. The Sphere moves about as quickly as a football, and Zero can move it wherever he wants to within ten feet of him. The sphere lasts fifteen seconds.
Phantom Shift
(Requires Burst Movement, Phasing): Zero dashes forwards on his boosters for six meters, during which time he turns intangible, and immune to attacks that don't extend on to the spiritual plane. Zero can pass through enemies during this time, but not solid obstacles.
Super Moves:
Red Demon [Tier 1 Utility] (Requires Homing Proficiency) Zero adopts a bright white glow around his body that slowly pulses like a heartbeat, and his eyes begin to glow a bright red. Zero designates a single target for ten seconds, and all of his attacks, whether they are ranged or physical, hit without fail. Zero cannot attack any other targets during this time, and if he loses sight of his prey, the super move ends early.
Transformations:
-
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
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Name: Drake 'Pariah' Oneir
Source: Original Character
Stats:
ATK: 3
DEF: 1
SPD: 3
TEC: 3
Proficiencies: Physical Strength, Ranged Proficiency, Area Attack Proficiency, Remote Control Proficiency, Homing Proficiency
Powers: Super Speed, Flight, Master Acrobat, Insight
Moves:
My Gun Has a First Name...: (Requires Ranged Proficiency): Drake whips out his plasma derringer and fires a single, accurately placed shot. The plasma derringer is designed to be easily concealed and is made out of ceramic composite materials, so it doesn't register on weapon scanners either. As a down side, it can only hold 5 shots per charge, and after expending its fifth shot, it needs to charge for half an hour. The plasma bolts are tight, oblong orbs of green energy that travel at about the speed of a regular bullet. It doesn't work so well against armor, but Drake always makes sure his shots count.
I Have No Idea What I'm Doing! (Requires Physical Strength): Drake draws his cheap-ass katana™ and charges at the enemy like a goddamn idiot, swinging like Babe Ruth in heat. Maybe he'll land a hit; who the fuck even knows? Goes well with pitched screams of fear/rage.
Have You Met the Missus? (Requires Ranged Proficiency, Remote Control Proficiency, Homing Proficiency): Drake calls in the UNIbike to smash into the opponent at high velocity, using its specialized deployable battering ram. Sending the attack command to the UNIbike takes three seconds to between transmission and processing, during which time Drake cannot make any other attacks. The force of the impact is usually enough to send most normal-sized opponents flying several feet, but will almost always at least knock them over.
Super Moves:
I Can't Believe You Fell For That! [Tier 1 Offensive] (Requires Physical Strength, Ranged Proficiency, Area Attack Proficiency, Remote Control Proficiency): After making a fool out of himself in melee combat, Drake will pretend to drop his cheap-ass katana™ and retreat to a safe distance. If he's lucky, the opponent will do something cocky like pick the sword up or stand over it being all haughty-like, at which point Drake will detonate the hidden charge of c4 built into the cheap-ass katana's™ hilt, hopefully seriously maiming whoever is near it. Obviously, Drake can't use this attack again until he makes another cheap-ass katana™.
Transformations:
Saturday Night [Tier 1 Power-Up]: ...is alright for fighting. Drake actually starts giving a shit about what's going on.
ATK: +1
DEF: -
SPD: +2
TEC: +2
Up, Up and Away! [Tier 1 Powered-Up Form] (Requires Master Acrobat, Flight): Drake calls the UNIbike to his side and jumps on as it streaks past. He is able to make strafing attacks with the plasma derringer for a short time while cruising around at high speeds, though this hurts his accuracy. Drake can also choose to deliver fly-by snap kicks to people's faces, which he enjoys thoroughly.
ATK: 2
DEF: 5
SPD: 5
TEC: 3
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
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I'm currently leaning towards using Frozen's Elsa as my alt character, but one of my close runner-ups (runners-up?) was Weiss, and I felt she deserved some thought, at least. Still might actually use this, if no one grabs her for Omniverse use first. ^-^
Name: Weiss Schnee
Source: RWBY (the anime by Roosterteeth)
Level: N/A
Spent OM: 16200
Proficiencies (5000): Physical Strength (1000), Ranged (1000), Area Shield (400), Ranged Materialize (600), Remote Control (600), Buff (400), Debuff (1000)
Powers (3300): Burst Movement (800), Basic Super Jumping (300), Master Acrobat (400), Time Manipulation (1800)
Moves (3300): Myrtenaster (2400 - Strike, Red - Force, Red - Ranged, Blue - Crystals, Blue - Ice Sheet, Blue - Frost Beam, Cyan, Yellow), Propelling Glyph (600 - Holding, Waiting), Speed Glyph (300)
Super Moves (1600): Ice Blast-Back (Tier 1), Myrtenaster - White (Tier 3)
Transformations: None
Assists: None
Items: None
Bases (3000): Schnee Mansion w/ Vault
Unlocks: N/A
Base Stats:
ATK: 2
DEF: 1
SPD: 3
TEC: 4
Moves
Myrtenaster is a multi-action dust rapier that carries several abilities. When Weiss wishes to use any of these other than Strike, she pulls a small trigger on the handle which rotates the Dust capsule until the desired color is selected. The sword takes a few seconds to "charge up" with that color of Dust before it can be utilized. Also, the amount of Dust in each capsule is finite, so each move can only be used a few times before Weiss must insert more (or generate it with Omnilium, as the case may be). She keeps extra Dust in the pouch on her belt. Myrtenaster enables the following Moves:
[spoiler]-Strike (300): Weiss slashes and stabs with her trusty rapier. It is quick and easy to control, as well as being constantly available, unlike her other moves, but does much less damage without any aid from Dust.
-Red (Fire) (600): When charged with red Dust, a strike with Myrtenaster has extra force behind it and can deflect even the opponent's strongest strike. Alternatively, it can send of a line of fire across the ground to hit an opponent. Both of these are tricky to aim, but powerful.
-Blue (Ice) (900): When charged with blue Dust, Myrtenaster can generate large formations of ice crystals (either to trap an opponent or shield an ally), create a sheet of ice on the ground so opponents will slip (this uses up a lot of dust and covers about a 15-foot radius), or send off spiraling blasts of cold energy (a ranged attack - powerful but difficult to aim).
-Cyan (Sound) (300): Myrtenaster's cyan Dust function creates a sonic shield, able to block even a heavy swing with a large weapon. It only lasts about 2 seconds before the cyan Dust is entirely depleted, so Weiss must use it sparingly. The shield expands in a dome from the tip of her sword and only covers her own person.
-Yellow (Time) (300): When Myrtenaster is charged with yellow Dust, Weiss's strikes become incredibly fast - she slashes several times per second in short bursts. The Dust in her sword is depleted after she uses about 3 bursts.[/spoiler]
Weiss has the special ability of creating glyphs - flat circular platforms that vary in size, which she can place anywhere she can see. She has these moves that involve Glyphs:
[spoiler]-Propelling Glyph (600) - If placed on/under a specific target, they will hold that target in place until she activates the glyph, propelling them forward (sometimes she chooses to activate the glyph after only a moment, so it acts similarly to a trampoline. These she often places under herself to change her momentum). She can also choose to place one which activates once a target steps on it, pushing them up or forward (however, if her concentration leaves the dormant glyph, it will dissipate).
-Speed Glyph (300) - This glyph, infused with yellow Dust, speeds up an ally (or Weiss herself) for a short time (a few seconds) when activated, rather than just propelling them off of it. Mostly used in conjunction with other moves.[/spoiler]
Super Moves
Ice Blast-Back: Weiss uses up Myrtenaster's remaining blue Dust to send out shards of ice in all directions at high speeds, pushing opponents back or knocking them over.
Myrtenaster, White: When charged with white dust, Myrtenaster is at its most powerful. Weiss will back up to deliver one single, powerful strike to the target, which is then infused with energy. If the target is relatively weak (enough that the move would kill it), it will actually vaporize into fine, glowing white particles. Otherwise, it is simply dazed and shaken (as well as taking large amounts of damage).
"I do what I can to help, but I refuse to bear the burden of being called a hero."
III'm back!
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Name: Stranger
Source: Oddworld
Stats:
ATK: 2
DEF: 2
SPD: 2
TEC: 4
Proficiencies: Ranged Proficiency, Debuff Proficiency, Homing Proficiency
Powers:
Moves:
Wrist Crossbow:
The Stranger's main weapon is a double-barreled crossbow on his right wrist. While the crossbow is Stranger's weapon of choice he isn't the sort to fire arrows or bolts, instead preferring "Live Ammunition" that have a variety of different effects. The crossbow can notably be filled with two different types of ammunition at a time.
- Zappfly(600 OM, Range Proficiency)
[spoiler]
An electrically charged fly that can use 8 quick bolts before having to recharge. These bolts are not very damaging, but the Zappfly can also be charged for three seconds to release a more powerful bolt, also requiring to recharge afterwards. Recharging a Zappfly takes approximately eight seconds. Charged and uncharged bolts have an range of around 20 meters[/spoiler]
Chippunk(300 OM, Ranged Proficiency, Debuff Proficiency)
[spoiler]![[Image: latest?cb=20090126203236]](http://vignette3.wikia.nocookie.net/oddworld/images/d/d7/915256_20041203_embed003.jpg/revision/latest?cb=20090126203236)
Fires a small ball-like chipmunk that hurls insults at one opponent, enraging them and lowering their concentration(-1 TEC) for a duration of 15 seconds. The Chippunk can be fired up to 35 meters away and can insult in a 5 meter radius. The chippunk stays at it's location until the user dismisses it or it is slain, allowing it to reapply it's insults if not dealt with promptly.[/spoiler]
Stingbee(300 OM, Ranged Proficiency)
[spoiler]![[Image: 180?cb=20150721231021]](http://vignette4.wikia.nocookie.net/oddworld/images/5/5b/Stingbee.png/revision/latest/scale-to-width-down/180?cb=20150721231021)
Fires a barrage of machine-gun like bees up to 50 meters away. Up to 30 bees can be fired at a time without reloading. The damage each individual bee deals is small they fire with great speed an accuracy.[/spoiler]
Fuzzle(300 OM, Ranged Proficiency, Debuff Proficiency, Homing Proficiency)
[spoiler]![[Image: 260?cb=20090126204131]](http://vignette1.wikia.nocookie.net/oddworld/images/a/a2/FUZZLE.jpg/revision/latest/scale-to-width-down/260?cb=20090126204131)
Fires a small ball of fur and teeth that leaps at the nearest enemy and attaches itself before chomping voraciously. Can typically stay attached for roughly ten seconds before expending too much energy to continue latching onto a foe. Causes minor damage initially, but can really hurt a foe overtime.[/spoiler]
Skunkz(300 OM, Ranged Proficiency, Debuff Proficiency, Area Attack Proficiency)
[spoiler]![[Image: 200?cb=20140804143022]](http://vignette2.wikia.nocookie.net/oddworld/images/b/bb/Skunkz.png/revision/latest/scale-to-width-down/200?cb=20140804143022)
Fires a small skunk at the foe that emits a noxious gas in a five meter radius. The gas causes uncomfortable queasiness that can even induce vomiting if exposure continues or the target attempts to move too quickly. This gas hangs around in the air for around 10 seconds before dissipating, while the effects of the gas can be felt for around 15 seconds after exposure.[/spoiler]
ThudSlug(300 OM, Ranged Proficiency)
[spoiler]![[Image: latest?cb=20090126164024]](http://vignette1.wikia.nocookie.net/oddworld/images/f/fe/915256_20041203_embed006.jpg/revision/latest?cb=20090126164024)
The Stranger loads a Thudslug unto his crossbow, which armors up and begins to spin, "charging" for roughly ten seconds before it is able to fire. Once done it can be fired as a very powerful projectile at a good but not great travel speed.[/spoiler]
Boombat(300 OM, Ranged Proficiency, Area Attack Proficiency)
[spoiler]![[Image: latest?cb=20100705195828]](http://vignette1.wikia.nocookie.net/oddworld/images/e/ef/915256_20041203_embed010-1-.jpg/revision/latest?cb=20100705195828)
Fires a bat which incites a four-meter explosion on contact with an opponent or object. The shot is slow to fire, and drains the Stranger's stamina.[/spoiler]
Bolamite(300 OM, Ranged Proficiency, Debuff Proficiency)
[spoiler]![[Image: latest?cb=20090329233748]](http://vignette2.wikia.nocookie.net/oddworld/images/2/2d/915256_20041203_embed014.jpg/revision/latest?cb=20090329233748)
Fires a spider which rapidly wraps itself around an opponent, leaving a "rope" of webbing around it's victim. The webbing process takes three seconds on a human sized opponent, but can take longer or shorter as the target grows larger or smaller. Once the webbing process is completed it takes great strength an exertion to free oneself, allowing the Stranger ample time to carry out his next move.[/spoiler]
Super Moves:
Transformations:
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Ooohhh I was looking for something like this.
Character name: Flowgo
Character source: Original, based on the "Flow" game mechanic in "Exit Path"
Character history: Flowgo, originally Lily Macintosh, volunteered to be involved in a laboratory experiment centered around multiple dimensions and transdimensional physics. Unfortunately, she did not she was the test subject. The experiment she underwent gave her the ability to access and even summon alternate versions of herself, transferring any mechanical energy or matter of those alternate versions into her own body. Unfortunately, as constant usage of her abilities causes ruptures in the multiverse, she can only use them for a set amount of time before the multiverse shuts them down automatically.
While transferring all this mechanical energy to herself,
Physical Description: Her costume is this outfit and this helmet. (Weirdly enough I imagined her to look like that woman, too)
Stats:
ATK: 3
DEF: 3
SPD: 5
TEC: 0
Starting Proficiencies: Physical Strength
Starting Powers: Super Speed, Burst Movement, Flight
Starting Moves:
Flow
Consider it like a minor version of SP that can fluctuate depending on what moves Flowgo uses.
Dash - Physical Strength, Super Speed
Flowgo dashes forward 10 feet, doing damage to anyone caught in her path. -1 Flow. +1 Flow per target hit.
Totality Punch - Physical Strength, Super Speed
Flowgo rapidly punches target consecutively to a maximum of 5 punches per -1 Flow. Each punch gives her +1 Flow.
Zero Gravity - Burst Movement, Flight, Physical Strength, Flow
Flowgo shoots upwards and does a loop-de-loop. Using this momentum, she crashes into the target, doing some damage and knocking them back a large distance. -1 Flow
Flow Transfer - Debuff
Flowgo touches the target, transferring all of her Flow to it and stunning them for a time. -2 Flow.
Meat Shield - Defensive Super Move - Flow, Area Shield
Flowgo releases all her Flow to make a wall of her alternate selves which form a shimmering meat shield.
Seven-Nation Punch - Physical Strength, Flow, Area Attack
Flowgo charges up her punch, and slams the ground or a target with it, causing a massive shockwave, hurting allies and enemies alike within the area.
Odd hours. Call for appointment.
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(Android) Seventeen
Source: Alternate DBZ Universe
History: A long time ago, Seventeen was a troubled high school student who took a gun to school. Before that, he’d been experimented on as a child. In the aftermath of a violent tragedy of his own design, he became an assassin, before his independence had him sealed away in a stasis prison. A world-wide conflagration freed him but left him with amnesia. Thrust into a strange situation, he spent the next three years fighting wars, making friends, making rivals, and even falling in love. Hell, he even died for a while at one point and trained under some goofy blue dude.
After years of constant strife, he died again and resolved to leave behind the world, even though he had young children. In his new (after)life, he trained with his old master and then his master’s master. Although the world was full of violence, it kept one spinning without his presence, even with ruptured timelines and little pocket worlds leading to brand new issues. One day, while doing his (somewhat boring) duties as the Right Fist of the Grand Kai, Seventeen was in the Omniverse. He was a bit confused at first, until he figured that he finally had a brand new way to entertain himself and a wonderful world in which to do it.
Stats:
ATK: 3
DEF: 2
SPD: 2
TEC: 3
Spent OM: 4900
Proficiencies (2400): Physical Strength, Ranged Proficiency, Ranged Shield
Powers (700): Master Acrobat (400), Basic Super Jumping (300)
Moves (1800): [Truncated, non-official Descriptions]
Ki Blast = A BLAST OF ENERGY TO YOUR FACE AREA (300)
Final Flash = A charged blast of energy much stronger than any other due to the prep time (300)
Ki Barrier = A protective dome that explodes upon physical contact (600)
Ki Saber = Blade of energy that can be dual wielded or wielded as a double-edged blade (600)
![[Image: proto.jpg]](http://epiqz.com/omni/proto.jpg)
Dante's Abyss 2015
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Character name: Rachel Alucard
Character Source: Blazblue
Character history: Previously, Rachel was an observer, a being partially disconnected from time, looking for a way to fix the timeline that now centered on Ragna the Bloodedge. However, as a result, she noticed certain discrepancies that suddenly began appearing, glitches in the system that appeared for only a moment to her eyes.
Rachel took several completed time loops to investigate this, peering deeper towards this anomaly, before getting sucked into the Omniverse. While she was surprised at first, it didn't really faze her - especially since she noticed that that useless Ragna was crawling around somewhere here, too. While she is far from impressed by Omni's rude treatment, she knows she'll get the answers she wants from him sooner or later.
For now, it's time for tea.
Stats: Attack: 2
Defense: 1
Speed: 3
Technique: 4
Powers/proficiencies: Physical proficiency, Ranged proficiency, Debuff Proficiency, ranged materialize proficiency (3600)
Moves:
Electrifying chair (600) Rachel turns her faithful servent Nago into a black chair that appears in front of her, before running electricity through it, the attack working both as a shield to anything trying to strike her as well as an electrical attack that damages and stuns any who try to strike her. The move takes a full second to execute fully, however.
Tiny Lobelia - sword Iris (600) Rachel fires a small cat out of a suddenly materialized cannon, with a range of 10, 30, or 50 meters. The attack is not particularly fast, only about the speed of the average thrown object, but forms a lightning rod wherever it lands. Rachel can then activate these lightning rods with a second's concentration at any time to cause a pillar of electricity to strike near the positions of the rods from above.
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Name: Papyrus, The Great
Source: Undertale
Stats:
ATK: 3
DEF: 4
SPD: 2
TEC: 1
Proficiencies: Physical Strength, Ranged Proficiency, Ranged Materialize Proficiency, Remote Control Proficiency, Area Attack Proficiency, Area Shield Proficiency, Debuff Proficiency
Powers: Phasing, Hive Mind, Survival
Moves:
Bone Sword (Requires: Physical Strength)
A large bone, roughly three and one half feet long, in the approximate size and shape of a sword. It doesn't actually have a sharp edge, and is more suited to clobbering than cutting, but it's serviceable enough to be usable as a weapon.
Bone Toss (Requires: Ranged Proficiency)
Papyrus hurls a handful of bones at his target. They're thrown quite fast and are unpleasant to be hit by, but are not that effective overall. He chucks handfuls of 4 bones at a time, at a range of about six meters.
Bone Blast (Requires: Ranged Proficiency, Ranged Materialize Proficiency, Area Attack Proficiency)
Gathering his concentration, Papyrus summons a number of large bone pillars to erupt from the ground at any point within twenty meters -- so long as he can see the location in question -- across a five meter diameter area to try and smack his target(s) around.
Bone Barrage (Requires: Ranged Proficiency, Remote Control Proficiency)
Papyrus summons a number of large bones from the ground near him to rush toward his target at a speed comparable to Papyrus himself sprinting toward them at top speed. If he keeps focus on them, he can alter their course to pursue opponents and make dodging them more difficult.
Bone Rush (Requires: Ranged Proficiency, Ranged Materialize Proficiency)
Virtually identical to Bone Barrage, but Papyrus may summon the bones to rush at his target from any location within twenty meters.
Blue Bone Sword (Requires: Physical Strength, Phasing)
Identical in all respects to Bone Sword, save for the fact that the bone is a light blue in color. It phases and passes through anything and everything, doing no damage, unless the object is moving as it it is in contact with the blue bone, at which point it becomes very solid once again.
Blue Bone Barrage (Requires: Ranged Proficiency, Remote Control Proficiency, Phasing)
Similar to Bone Barrage, but the bones are now a light blue in color and ever so slightly transparent. They also move much faster, and are appropriately more tiring and time-consuming to summon. If the target remains perfectly still, the bones will pass through them harmlessly, inflicting no damage, but if they are moving then they will hit with full force.
BIG BONES (Requires: Ranged Proficiency, Ranged Materialize Proficiency, Area Attack Proficiency)
Papyrus summons a single, massive bone -- roughly four meters in diameter -- to smash down from the sky above with tremendous force, at any point within fifteen meters. Alternatively, he may choose to have said bone burst up from below the ground.
Bone Wall (Requires: Ranged Proficiency, Area Shield Proficiency, Ranged Materialize Proficiency)
Papyrus summons a wall of bones, about eight feet square and half a foot thick, at any point within twenty meters. It's a tough barrier, but far from indestructible.
THE GREAT PAPYRUS (Requires: Ranged Proficiency, Debuff Proficiency)
Papyrus launches into a rambling train of thought and derailing conversation about how great he is, which can be very puzzling and confusing to even the hardiest of foes, leaving them baffled and at a loss for whether this buffoon is for real or not and cause them to hesitate to fight back at their full strength in sheer amazement -- whether believing his claims, from sheer amusement, or just plain confusion.
Spaghetti (Requires: Ranged Proficiency, Debuff Proficiency)
Papyrus hurls a plate of freshly-made spaghetti at his opponent's face. It is half-frozen and barely edible, and stings a bit if it hits. And it also leaves a slimy, spaghetti-y mess all over things, and leaves unpleasant sauce in his opponent's face and eyes, hampering their sight for several seconds.
Super Moves:
Hyper Bone Barrage -- Tier 1 Super Attack (Requires: Ranged Proficiency, Ranged Materialized Proficiency, Remote Control Proficiency, Area Attack Proficiency)
A high-powered combination of Bone Barrage, Bone Rush and BIG BONES, Papyrus summons lots of BIG BONES to rush at his enemies in a similar fashion to Bone Barrage, from locations all around his target as in Bone Rush.
Hyper Bone Wall -- Tier 1 Super Defense (Requires: Ranged Proficiency, Ranged Materialize Proficiency, Area Shield Proficiency)
A much larger, tougher wall of bones -- 12 feet square and a foot thick -- that can defend against much stronger attacks.
Blue Attack -- Tier 1 Super Utility (Requires: Ranged Proficiency, Remote Control Proficiency, Debuff Proficiency)
Completely identical to Blue Bone Barrage in every way, with one addition: if the target is struck even once, or even if they 'dodge' by figuring out the trick and letting the Blue Bones pass harmlessly through them, they will find themselves weighed down, making movement hard and flight all but impossible for weaker foes, for up to several minutes -- depending on the target's hardiness -- hampering and impeding -- but probably not seriously impacting -- their fighting capabilities for the duration.
Really Cool Normal Attack -- Tier 2 Super Attack (Requires: Ranged Proficiency, Ranged Materialize Proficiency, Remote Control Proficiency, Area Attack Proficiency)
An absolutely ridiculous barrage of bones -- both BIG and normal-sized -- that blitzes and smashes his opponent from all sides, intermixed with Blue Bones to make dodging it extremely difficult.
Transformations:
Boundless Confidence Tier 1 Power Up
ATK +2
DEF +0
SPD + 2
TEC +1
Growing confident and assured of his victory, Papyrus loses himself in the magnificence and flamboyance of his own greatness, miraculously increasing the power, speed and competence of his attacks for a short while, until he's tuckered out from being so god damn majestic.
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04-09-2017, 10:05 AM
(This post was last modified: 04-09-2017, 10:06 AM by Tearen Wover.)
Name: Shinji Ikari
Source: Neon Genesis Evangelion (The Original Series)
Stats:
ATK: 3
DEF: 3
SPD: 2
TEC: 2
Proficiencies:
Physical Proficiency, Ranged Proficiency, Area Shield Proficiency, Homing Proficiency, Ranged Materialize Proficiency
Powers:
Growth, Shapeshifting, Master Acrobat, Master Super Jumping, Super Speed, Advanced Regeneration, Survival
(Moves marked with a * can only be used while in Unit 01)
Moves:
*Progressive Knife - This solid steel bowie knife, appropriately sized for Unit 01, vibrates at an ultrasonic frequency which amplifies its cutting power to an extreme level. It is lightweight and sturdy, but has an extremely limited range. Though it is devastating against solid matter, the knife is useless against forcefields or otherwise intangible barriers.
*Pallet Rifle - A versatile firearm sized for Unit 01, the pallet rifle resembles a high-tech assault rifle that can be used while moving or stationary, though if used while moving the accuracy drops significantly. It also has a full-auto and burst fire mode, with the former being much less accurate than the latter. Burst-Fire consists of a four-round burst, and both modes fire at a rate of 3 rounds per second.
The Pallet Rifle has a 30 round magazine, which takes four seconds to reload. Unit 01 only carries one spare magazine per fight. The damage against unarmored targets is considerable, as it uses HE rounds, but loses effectiveness against hardened targets.
Super Moves:
AT Field [Tier 1 Defensive] - Shinji takes three seconds to manifest a hexagonal barrier of shimmering orange light that stops almost any attack in its path. The barrier stretches as a flat surface, fifty meters in all directions. Anyone behind the AT Field is also protected by this move.
AT Slash [Tier 1 Offensive] - Shinji focuses for three seconds and summons the power of his normal AT Field, but instead of projecting it as a barrier, Shinji chooses one target he can see and makes a swiping motion with his hand. The target is immediately subjected to devastating shearing forces as a distended orange dagger of light slashed at them. The AT Slash manifests directly on the target, regardless of range.
*AT Lance [Tier 3 Offensive] Shinji can only use this attack when Unit 01 has gone Berserk. Unit 01 goes motionless for six seconds as an overwhelming amount of energy is drawn upwards through its body. A loud screech precedes a blinding flash, as two beams of white destructive power blast out of Unit 01's eyes at the speed of sound. This creates an immense explosion wherever the beams impact, capable of leveling entire city blocks.
Transformations:
Evangelion Unit 01 [Tier 1 Power-Up]
Shinji reaches deep into himself and summons his inner strength, causing his body to rapidly become covered with the gleaming violet and green armor of EVA Unit 01. While he does not grow to the full size of Eva 01, he does grow to 12 meters in height. Becoming Unit 01 grants him increased defensive abilities and an abundance of raw, brute strength. The increased muscle tone also gives him a natural boost to his speed.
Regardless of SP usage, Shinji cannot remain in this form for more than 5:00 minutes, whereupon Unit 01's internal power wears out. This either forces Shinji to revert back to his human form, or if he is unable to do so for some reason, become entirely motionless, frozen in place.
ATK: +2
DEF: +2
SPD: +1
TEC: +0
Evangelion Unit 01: Berserk [Tier 3 Powered-Up Form]
When going Berserk, Unit 01 cannot use its normal weaponry and relies on brutal, savage hand to hand or AT based attacks. Shinji is completely out of control at this point, and will only stop when everything in sight is destroyed, or, when he runs out of power.
ATK: 8
DEF: 9
SPD: 7
TEC: 1
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
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Name: Nico Robin [float=right] ![[Image: Rc4qN0m.png]](http://i.imgur.com/Rc4qN0m.png) [/float]
Spent OM: 4800
Proficiencies (3800); Physical Strength (1000), Ranged (1000), Materialize (600), Remote-Control (600), Homing (600)
Powers (1000/8000); Advanced Telekinesis (1000)
Moves (0); Hana Hana No Mi
Super Moves (0);
Transformations (0);
Assists (0);
Items (0);
Artefacts:
Consumed OM (0); (for consumed items or OM permanently lost from respecs, etc)
Bases (0);
Unlocks (0);
Base stats:
ATK: 3
DEF: 2
SPD: 1 (+1)
TEC: 4
Hana Hana No Mi (Physical Strength, Ranged, Materialize, Remote-Control, Homing, Telekinesis)
Robin's special ability allows her to sprout remotely-controlled doubles of her arms and legs from any surface within her telekinesis radius (60 metres), including from herself and other people. These extremities can be damaged exactly as though they were Robin's real body, so sprouting a great number of limbs can leave her extremely vulnerable to an AOE counterattack. The further these limbs are from Robin's body, the weaker they are (just like normal Telekinesis) and the more she summons, the more it fatigues her.
Arms and legs can punch, kick, grapple an opponent and essentially do all the same things Robin's normal limbs can do. When targeting other players, the limbs don't need to be aimed, they simply sprout at the desired target. Limbs take about 1 second of concentration to spawn or despawn, and multiple limbs can be summoned simultaneously. Robin usually stands still and crosses her arms over her chest to focus on controlling her remote arms, but this is not required.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
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This is an actual sheet that I'm gonna use, final moves/powers dependent on how the move pricing goes.
Name: Meruem [float=right] ![[Image: Zohk6xc.png]](http://i.imgur.com/Zohk6xc.png) [/float]
Spent OM: 4300
Proficiencies (1000); Physical Strength (1000)
Powers (1500/8000); Burst Movement (800), Master Acrobat (400), Basic Super Jumping (300)
Moves (1800); Tail (900), Gyo/Ko (900)
Super Moves (0);
Transformations (0);
Assists (0);
Items (0);
Artefacts:
Consumed OM (0);
Bases (0);
Unlocks;
Base stats:
ATK: 2
DEF: 3
SPD: 2
TEC: 3
Tail (600)
A prehensile tail that rests at slightly less than Meruem's height (held upwards or curled) but which can stretch to up to double his height when attacking. He can use it to bludgeon, block or slash with the needle-point tip. In typical supervillain manner, when showing off he'll sometimes cross his arms and fight using only his tail.
Gyo/Ko ('Focus'/'Temper') (900)
Gyo is the name for when a nen user concentrates a larger than normal portion of their aura into a specific body part or parts. It enhances the strength of that body part for melee attacking and blocking purposes, but leaves the rest of the body weaker and more vulnerable. Ko is the extreme version of this ability where the entirety of one's aura is focused into a single body part.
If Meruem's aura is evenly distributed throughout his body, it takes about 1 second to focus 20% of his aura into a single body part, such as a fist or his tail. This increases the strength (ATK/DEF) of that body part by x2 but weakens the rest of his body to 9/10. It takes another second to focus 30%, increasing the strength of that body part by x3 but weakening the rest of his body to 8/10. This continues all the way up to 100%, taking 10 seconds, effectively making that body part 10x as strong at the cost of leaving the rest of his body at 0/10 strength. Focusing one's aura to this extreme is extremely risky; taking a hit to another body part would essentially be like being hit with 0 DEF.
Meruem's control over his aura is absolute. For example, he can focus 50% of his aura into one fist and 50% into the other if he wishes. Doing this from a state of even distribution would take about the same time as focusing 100% aura into a single body part.
While it takes time and focus, focusing his aura is a fairly natural process for Meruem and can be done while moving, attacking and defending in melee (but not while performing other techniques). Returning his aura to a state of even distribution takes about half as long as it does to focus it. Meruem can maintain Gyo/Ko for as long as he wants but it does take a constant low level of focus to do so. Should he lose his focus for any reason, the aura will slowly shift back to its natural state of even distribution.
Ken ('Fortify') (600)
Pictured: a human mud-baby using Ken
Ken involves raising one's aura to greater than usual levels through Ren, and then using Ten to keep that aura focused around the body. It essentially results in creating a shield over the whole body that allows for greatly increased defense. The major downside is that this uses a lot of energy to maintain. Meruem can activate Ken partially with only around one second of focus, but to fully use it at peak power takes 2.5 seconds. Moving while using Ken is impossible.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
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05-06-2017, 12:25 AM
(This post was last modified: 07-23-2017, 03:47 PM by King Ghidorah.)
Name: Norville "Shaggy" Rogers
Source: Scooby Doo franchise
Stats (With 1 upgrade)
ATK: 2
DEF: 3
SPD: 4
TEC: 2
Proficiencies
Physical Strength, Debuff Proficiency
Powers
Burst Movement, Survival, Suppression, Stealth, Super Speed, Master Acrobat, Master Teleportation
Moves
Make a Sandwich (fluff move)
Shaggy makes a hoagie, a hero sandwich, or a sub-sandwich out of whatever ingredients he happens to find in the area. Results may vary.
Run and Hide (requires burst movement, master acrobat, teleportation, stealth, suppression)
Shaggy is extremely good at running and hiding. When fleeing from danger he is able to near-instantly conceal himself behind any available cover that he passes within arms reach of, no matter how out-of-the-way it may seem. He'll climb trees. He'll dig holes. He'll construct elaborate disguises - all in the blink of an eye. The only caveat is that in order to use this move, he must be outside of his pursuer's line of sight for at least one second. Once concealed, it becomes a matter of TEC. Those with higher TEC than Shaggy will be able to find him with about five-to-ten seconds of searching. Those without it will not unless they tear the area apart or convince him to abandon his hiding place in some other way.
Beloved of the Pratfall Gods (requires Debuff Proficiency)
People who chase shaggy tend to run into trouble. He doesn't do it on purpose - perhaps some subconscious instinct guides him - but as Shaggy flees from danger, he tend to alter his environment in subtle ways that lead his pursuers into some hilarious and unforeseen pratfall that slows them down long enough for him to use one of his other Shaggy-style running-away techniques. This may be as simple as a dislodged rock or shaking a tree in his frantic efforts to get away, leading to difficult footing or falling coconuts, or as complex as accidentally triggering some nearby distillation machinery, which in turn encases his pursuer in hot molasses. Regardless of its manifestation, the result is the same: for every thirty seconds of time that Shaggy is pursued, one environmentally-appropriate obstacle will appear in the path of the one chasing him. The effectiveness of the obstacle is dependent on TEC - enemies with a TEC lower than or equal to Shaggy's will be delayed for ten seconds. Those with TEC higher than Shaggy's but less than double his score, will only be minorly affected - a 2-3 second delay. Enemies with double or more - or the Master Acrobat power - may ignore the obstacles completely. However, by the same token, if Shaggy's TEC is double or more his pursuer's, then the obstacles become not just inconvenient, but actually dangerous, possessing roughly the same destructive force as a punch from a person with Shaggy's ATK.
Note: The Pratfall Gods are fickle. There is roughly a one-in-five chance this technique will backfire.
Benny Hill Shuffle (requires teleportation)
By running through the door of a house or the mouth of a cave, diving into a barrel or a cupboard, or entering any other sort of aperture, Shaggy can emerge roughly one second later from a different, unconnected door, cupboard, barrel, etc. The aperture he emerges from must be nearby, large enough to accommodate his shoulders, and the selection is random, so it is impossible to use this move tactically for anything other than escape. He may do this up to six times in rapid succession before whatever cowardly sorcery he possesses fails him, and he may only do it a total of six times per scene/fight.
Super Moves
Lay A Righteous Beatdown [Tier 1 Super-Attack]
Shaggy is a lover, not a fighter. But sometimes, the time comes when a slacker must stand tall! Fortifying his courage with a moldy scooby-snack from the pocket of his trousers, Shaggy executes some surprisingly competent bareknuckle boxing. By the time he's desperate enough to try this, the shock-value alone renders even tough enemies a little bit vulnerable to his stoner fists of fury.
Transformations
It turns Out He's Jacked [Tier 1 Power-Up]
Shaggy takes off his shirt. It turns out he's jacked. Who knew?
ATK: +2
DEF: +2
SPD: +1
TEC: N/A
That Good S*** [Tier 2 Power-up]
Shaggy tokes up, enabling him to see further than other men, and like, bind them with, like, ancient logics, man. Or he just eats a Scooby Snak. Same effect.
ATK: +2
DEF: +4
SPD: N/A
TEC: +4
I Am A Man Who Eats Dog Treats [Tier 3 Power-up]
Shaggy realizes he doesn't give a fuck. Clarity of self-knowledge brings spiritual equilibrium. Equilibrium brings Power. Sadly, Shaggy is not a titan of intellect, so such heights of epiphany are fleeting.
ATK: +5
DEF: +5
SPD: +5
TEC: +5
Assists
Scooby Doo [Tier 1 Assist]
Shaggy's talking Great Dane companion, fellow epicurean, and kindred spirit. Typically he's too scared to come out of if there's danger about, but if it looks like Shaggy might actually be facing that great pantry in the sky, Scooby is loyal enough to join the chase.
ATK: 1
DEF: 1
SPD: 2
TEC: 1
Proficiencies: Physical Strength, Debuff
Powers: Burst Movement, Survival, Suppression, Stealth, Super Speed, Master Acrobat, Master Teleportation
Moves: Scooby possesses all of the same moves as Shaggy.
Posts: 105
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I'm actually crying. That is flawless!
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
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This makes me wanna do the Shag-Man.
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07-23-2017, 03:24 PM
(This post was last modified: 07-23-2017, 03:55 PM by Handsome Jack.)
WIP
Name: Alex Louis Armstrong "The Strong-Arm Alchemist"
Source: FMA:B
Atk: 5
Def: 2
Spd: 2
Tec: 2
Profs: (3000) Physical Strength, Ranged, Debuff
Moves:
Armstrong Alchemy; Physical Strength, Debuff, Ranged (900)
Major Armstrong's Alchemy was passed down through his family for generations. With it, he can create walls and barriers from his surroundings, transmute stones into projectile spikes, or even change an opponent's weapon in a bust of his own head.
Unlock: Stat Increase; ATK (1000)
Posts: 118
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Like no joke, I'd been considering him as a third. XD
I decided that being both Armstrong and Skeletor could quickly kill their funny, but it took me a little while to reach that point.
If history is to become legend, it first must be recorded.
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