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(07-06-2017, 08:02 AM)Dr. Doom Wrote: (07-05-2017, 04:01 PM)Omni Wrote: (07-05-2017, 11:21 AM)Dr. Doom Wrote: Ranged Proficiency: (300)
Mask of Doom
Dr. Doom can fire green mystical energy from the eye slits of his mask. It takes 2 seconds to fire from his eyes. The width and height of the blast of energy is about two inches. The energy can reach up to 45 feet and the energy can pick speed to around 50 miles per hour. Over use of the move will force Doom to rest his magic for about 20 seconds.
So it's ... two blasts, right? Or do they form together into one blast?
Yes it is two blast that come out of his eye slits in his mask.
So please edit the move to include that description.
Strazio!
We decided that the Rock is okay to stay as a Site NPC. However he is still a Site NPC, not your personal NPC, so I'm gonna have to disapprove.
(06-29-2017, 07:27 AM)Repliku Wrote: Black Heart - (600, Ranged Proficiency, Physical Strength Proficiency.)
A key blade that was created out of the Darkness from within Repliku's Heart. The Key-Blade can also be used as a sword, or as a ranged weapon. This blade has a length of about 22 inches long, and a width of about 10 inches. The blade can be summoned in a flash of darkness by Repliku. This key blade can be swung incredibly fast by Repliku and is usually meant to be wielded one-handed, leaving his hand free for another weapon, or move. This is moderately tiring for Repliku to use. The way it can be used by itself as a ranged weapon is by being "thrown" at an opponent, usually aimed at the head and then being teleported back to Repliku's hand, as once it leaves his hand it can only be gone a few seconds before it will rematerialize in his hands. This has a maximum range of 75 feet, at present. This can be thrown 2 seconds after it is successfully summoned. This travels at speeds of 30 MPH.
The key blade can also "lock" people's hearts, preventing the formation of a Heartless or Nobody should they be consumed by the Heartless. It can also release the Heart from a Heartless, returning the heart to the Nobody that was created when the Heart was consumed, turning them back into themselves.
Furthermore, this can act as an "All Access Pass" for Repliku when he has access to a base of his own, able to be used as a key to well.. anything he owns.
Lastly, the Key Blade can only be wielded by Repliku unless he performs an "Inheritance Ceremony" that he doesn't remember how to do with ones he deems worthy of the Key Blade. Granted they'd have to buy their own version, but still.
Cut down the Staff of the Dark Mage to a single spell for now.
The staff of the Dark Mage (900, Ranged Proficiency, Debuff Proficiency, Physical Strength Proficiency):
![[Image: 9fc0d0ab06042c6cc9cf02a9d90ee7f9.jpg]](https://s-media-cache-ak0.pinimg.com/236x/9f/c0/d0/9fc0d0ab06042c6cc9cf02a9d90ee7f9.jpg)
The staff of the dark mage is made out of a blackened wood that is as strong as Iron, thus allowing it to withstand clashing with most weapons. It can be used to physically assault an opponent, or it can be used in the way it was designed for, namely for magical assaults against an enemy. This comes with a few pre-recorded spells inside of it that can be cast by the Staff itself. This staff is about 20 inches long. It's got two red gemstones in it that act as the primary focus points of magic.
- Lightning: This uses the Debuff Proficiency. Holding the staff aloft, Repliku will yell out "Lightning" and a single lightning bolt will come down at an opponent within a range of 35 feet of him and strike them, making it harder for them to hold weapons for seven seconds because their nervous system will feel like it's on fire. This also uses the Ranged Proficiency. There is, however, another use of the Lightning Spell that can be done, namely charging the staff with an electrical current, so that it can be swung and do the same amount of damage Lightning does, but with a melee component. Lightning does Medium Damage on an opponent. This cannot be used with other moves, except those that use the Staff of the Dark Mage. The Lightning attack comes straight down, and cannot change direction, or home. It can be blocked easily. Furthermore, the shock effect debuff only applies to those who use weapons that have a composition of metal entirely and must be conductive. The Lightning comes straight down from the sky at an opponent, thanks to the Ranged Materialize Proficiency that Repliku has. The Shock Effect also has another caveat, weapons that have magical properties or are sufficiently high tech would be unaffected by the shock effect of this spell.
Both variations of Lightning can be used while moving. Both of them are only powerful enough to deal Medium Damage to anyone who is hit by them, akin to getting zapped by a Tazer. Both require only 4 seconds to cast. The staff requires ten seconds of cool down before it can cast Lightning once more, in either fashion. Neither version requires any of Repliku's focus, other than raising the staff and saying "Lightning" in the case of the ranged version of the technique. The melee version requires both hands however.
Please see this update, your settings are janked and introducing loads of weird formatting, hence your text being tiny.
Approved, however!
(07-02-2017, 10:15 PM)Repliku Wrote: Adding a few more moves that I thought up.
Spell Channel - Fire (300, Debuff, Physical Strength):
Spell Channel Fire is an ability that allows Repliku to channel a Fire Spell into the blade Soul Eater. For RP purposes this causes the blade to be coated in black flames. This takes 3 seconds for him to charge up, and is moderately taxing on his stamina. It's instinctive, and as such doesn't require any level of concentration for him to use. What this does do is allow him to burn his opponents for six seconds per attack that is done when this is charged up. It can be used with other moves that don't require both hands. In addition, it can be used while moving as he has to get close enough to his opponent in order to slash them to make this attack work.
Spell Channel - Ice (300, Debuff, Physical Strength.):
Spell Channel Ice is an ability that allows Repliku to channel an Ice Spell into the blade Soul Eater. For RP purposes this causes the blade to be coated in dark blue ice. This takes 3 seconds for him to charge up, and is moderately taxing on his stamina. It's instinctive, and as such doesn't require any level of concentration for him to use. What this does do is allow him to freeze his opponents for six seconds per attack that is done when this is charged up. It can be used with other moves that don't require both hands. In addition, it can be used while moving as he has to get close enough to his opponent in order to slash them to make this attack work.
It doesn't work (300, Insight, Master Acrobat):
A move that allows Repliku to use a series of gymnastics moves, such as flips, spins and twists to avoid moves that are of his Tier level. In other words, it's a move that allows him to dodge regular moves that are headed his way. While he can only keep this up for about 20 seconds at a time, and he can't dodge attacks of a Stronger Prime this could still prove to be a useful ability for him to have in the long run.
Fire: Burn his opponent for six seconds? You mean set on fire? Please clarify. Can these flames be put out?
Ice: No. Six seconds of immobilization (I assume, it just says 'freeze them') for 3 seconds of movable-charge is crazy talk.
Master Acrobat move: that's just master acrobat.
Just as an FYI, as you can see with the wait times the move approval topic is overloaded, so it might be good to get friends to look at stuff first to help with some of the more obvious oversights.
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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(07-06-2017, 03:00 PM)Makoto Yuki Wrote: Lightning Gloves - (Physical Proficiency, Debuff Proficiency) - 600 OM
[spoiler]Durable black gloves that fit snugly, covering the whole hand. Akihiko Sanada's weapon of choice. Can be used to punch, slap, backhand, choke, and generally do anything you could do barehanded.
Over the years they've become saturated with Akihiko's fighting spirit, imbuing them with his Persona's lightning. By taking four seconds of deep concentration during which he can't move or cast, Makoto can coat the gloves in electricity, which moderately shocks on impact. This effect lasts for 15 seconds, and is tiring enough to only be used three times at most per fight. Five seconds of cooldown are necessary before applying a second time.
Opponents who receive five or more direct, undefended hits while the effect is active feel the effect of the constant electric discharge on their nervous system, decreasing their fine motor skills (decreases TEC). This effect lasts for ten seconds. The debuff itself doesn't cost any additional effort to apply, as long as the above condition is met.[/spoiler]
Also wondering if I could change this:
[spoiler]Zio: Revised - (Ranged Proficiency, Debuff Proficiency) - 600 OM
A yellow bolt of lightning two meters long and three centimeters in diameter, when thrown like a lance it discharges on contact, burning flesh (or equivalent) but can't stun. Can be loosed as quickly as Makoto can make a grasping motion with a free hand. When thrown has the approximate speed of a bullet, and can hit targets no farther than 60 meters away provided it's accurately aimed. Owing to its simplicity, it's not very powerful nor very taxing, and can be cast while moving around or using other moves.
It's possible to upgrade this spell by charging for up to two seconds, the resulting bolt is comparatively slower, and has a range limited to 20 meters. This version is more damaging, as signified by a brighter glow, but it's also more tiring, forces the user to only move at a crawl, and prevents them from using other moves until the charging, which can't be externally interrupted, is complete. The increased electric charge is enough to immobilize a targeted limb, stopping its movement entirely for one second, after which movement returns to normal over the course of three seconds.[/spoiler]
Into this:
[spoiler]Zio: Revised - (Ranged Proficiency, Debuff Proficiency) - 600 OM
A yellow bolt of lightning two meters long and three centimeters in diameter, when thrown like a lance it discharges on contact, burning flesh (or equivalent) but can't stun. Can be loosed as quickly as Makoto can make a grasping motion with a free hand. When thrown has the approximate speed of a bullet, and can hit targets no farther than 60 meters away provided it's accurately aimed. Owing to its simplicity, it's not very powerful nor very taxing, and can be cast while moving around or using other moves.
It's possible to upgrade this spell by charging for up to five seconds, the resulting bolt is comparatively slower, and has a range limited to 20 meters. This version is more damaging, as signified by a brighter glow, but it's also more tiring, forces the user to only move at a crawl, and prevents them from using other moves until the charging, which can't be externally interrupted, is complete. The increased electric charge is enough to immobilize a targeted limb, stopping its movement entirely for double the time used to charge the move.[/spoiler]
I realize it's a big mechanical change which would probably require selling the old move and buying the new one, if it's even approved.
Sorry for all the trouble >_>
First is approved.
The new version of charged Zio seems slightly too powerful. I almost would've approved it, but the fact that the charging "can't be externally interrupted", if I'm understanding it correctly, means that even if he gets socked in the face by a kamehameha, he won't lose his focus. That's a bit OP for any move, if I'm honest, and should be revised.
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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Whoops, I should've checked the rest of the move before posting >_>
Quote:Zio: Revised - (Ranged Proficiency, Debuff Proficiency) - 600 OM
A yellow bolt of lightning two meters long and three centimeters in diameter, when thrown like a lance it discharges on contact, burning flesh (or equivalent) but can't stun. Can be loosed as quickly as Makoto can make a grasping motion with a free hand. When thrown has the approximate speed of a bullet, and can hit targets no farther than 60 meters away provided it's accurately aimed. Owing to its simplicity, it's not very powerful nor very taxing, and can be cast while moving around or using other moves.
It's possible to upgrade this spell by charging for up to five seconds, the resulting bolt is comparatively slower, and has a range limited to 20 meters. This version is more damaging, as signified by a brighter glow, but it's also more tiring, forces the user to only move at a crawl, and prevents them from using other moves until the charging is complete. Being attacked or restrained will cancel the charge and reset the needed time. The increased electric charge is enough to immobilize a targeted limb, stopping its movement entirely for double the time used to charge the move.
Will this work? And just so I'm sure we're on the same page, I do have to sell the old version for half price and then buy the new one, correct?
Thanks for your help!
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Edited that into the move post.
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(07-05-2017, 03:43 PM)Clownpiece Wrote: [spoiler]First, an addition to Lampad’s Torch
Paranoia (Ranged, Area Attack, Debuff) (300): Clownpiece concentrates for 5 seconds, channeling her powers of madness, before sweeping her torch out in front of her. Enemies within 20 meters who see the lunatic glow have a seed of paranoia planted in them for 15 seconds. On its own, this paranoia is too weak to do anything, and has no effect unless Clownpiece backs it up with something to inspire that paranoia. For this, she uses one of the cantrips taught by Dane during Dante's Abyss, "Ping."
With a quick moment of concentration, and a sound of some sort to go with it (be it a whisper, snap, footstep, or whatever), Clownpiece can throw that noise at a relatively flat surface within 10 meters, copying the sound where the spell hits and bouncing it off in a straight line. This process is repeated up to five times, each quieter than the last, as long as there’s a surface within 10 meters of the last bounce, creating an echoing effect. There’s approximately a 1 second delay between each bounce. On its own, this spell does absolutely nothing except sound cool. To those under the effects of her paranoia, however, this is the sound of an approaching foe, a spirit whispering in their ear, an ally trying to get their attention. The sounds spawned by Ping steal away precious seconds of their attention, fray their nerves, and just in general mess with their sanity.
This spell combo is about as draining as the other applications of her torch. She’s capable of inspiring paranoia a few times during a fight, but must be careful about overexerting. The Ping portion, however, is incredibly easy to do, with almost no noticeable energy drain. It’s just a fun little party trick, after all.
Barrage: Stars and Stripes (Ranged, Area Attack) (600):
Stars: Clownpiece attempts to limit where enemies can move with a barrage of star-shaped, magical bullets. After charging up for 2 seconds, a process she needs to remain still during, she sweeps her torch out in front of her and conjures a line of 10 approximately 1 meter diameter shining stars, glowing in vibrant blues, reds, and whites. These shoot forward and spread out in a vaguely semi-circular pattern, flying forward up to 30 meters in 3 seconds before fizzling out. Each individual star is incredibly weak, doing little permanent damage, but hurting like a taser shot. The attack isn’t meant for its damage, however, as the spread is useful for forcing an enemy onto the defense for a short bit at least. Though if someone happens to be standing right in front of her as she casts it, they could potentially eat the entire barrage at once. She prefers to cast it by sweeping her torch out in front of her like she does for a lot of moves, but this attack doesn't require it. Her hand can be empty, or she could do it with a normal stick, or whatever. It's a normal use of her own magic, the torch is just for flair.
Stripes: An attack that’s a bit more direct than the curtain of stars. Clownpiece concentrates for 2 seconds, targeting a single point within 50 meters of her, and then releases an array of two, 1 meter diameter glowing magic orbs into the air just above her head, on either side of her. After a second of silence, the orbs, which shine in a random color between red, white, and blue, unleash a laser blast directly towards that single point, intersecting at it and continuing on. The lasers glow in the same color as the parent orb, measure half a meter in diameter, and travel their distance in an instant, burning bright for one second before fizzling out. Unlike the stars, which merely sting, the stripes burn intensely, with a heat similar to that of her charged Hellfire, though concentrated in a small area. Due to the delay between summoning the orbs and the lasers being fired, Clownpiece must guess where her opponent’s going to be in a second, making it fairly difficult to land.
Both versions of the attack have a moderate energy drain to them, allowing her to use them a good few times in a fight before she wears herself out.
T1 Assist: Torchlit Fairy (1000): Clownpiece calls a fellow fairy to her aide, bathed in the light of her torch. The lunacy makes her stronger and much more frenetic than the average fairy, but doesn't leave much room for smarts. Since Clownpiece is a hell fairy, this ally is a hell fairy as well, and stands around the same height as Clownpiece, give or take a few inches. Additionally, she's capable of using Hellfire, as well as the star/stripe bullet barrages. Fairies tend to be pretty hard to order around, but Clownpiece has found a way around that in the form of riling them up and pointing them at an enemy.
[
ATK: 2
DEF: 1
SPD: 2
TEC: 0[/spoiler]
ORIGINAL POST^
(07-05-2017, 04:28 PM)Clownpiece Wrote: [spoiler]
(07-05-2017, 04:10 PM)Omni Wrote: Quote:Barrage: Stars and Stripes (Ranged, Area Attack) (600):
Stars: Clownpiece attempts to limit where enemies can move with a barrage of star-shaped, magical bullets. After charging up for 2 seconds, a process she needs to remain still during, she sweeps her torch out in front of her and conjures a line of 10 approximately 1 meter sized shining stars, glowing in vibrant blues, reds, and whites. These shoot forward and spread out in a vaguely semi-circular pattern, flying forward up to 30 meters in 3 seconds before fizzling out. Each individual star is incredibly weak, doing little permanent damage, but hurting like a taser shot. The attack isn’t meant for its damage, however, as the spread is useful for forcing an enemy onto the defense for a short bit at least. Though if someone happens to be standing right in front of her as she casts it, they could potentially eat the entire barrage at once.
I'd add a 'moderate' energy drain to this, similar to the original Lampad's Torch. Those stars are pretty massive (I'm assuming you mean 1 meter in diameter - please add). and there are ten of them. That's gonna be hard to dodge. How fast are they?
Quote:Stripes: An attack that’s a bit more direct than the curtain of stars. Clownpiece concentrates for 2 seconds, targeting a single point within 50 meters of her, and then releases an array of two, 1 meter diameter glowing magic orbs into the air just above her head, on either side of her. After a second of silence, the orbs, which shine in a random color between red, white, and blue, unleash a laser blast directly towards that single point, intersecting at it and continuing on. The lasers glow in the same color as the parent orb, measure half a meter in diameter, and travel their distance in an instant, burning bright for one second before fizzling out. Unlike the stars, which merely sting, the stripes burn intensely, with a heat similar to that of her charged Hellfire, though concentrated in a small area. Due to the delay between summoning the orbs and the lasers being fired, Clownpiece must guess where her opponent’s going to be in a second, making it fairly difficult to land.
Both versions of the attack have a moderate energy drain to them, allowing her to use them a good few times in a fight before she wears herself out.
Oh right. Moderate energy drain. Gotcha.
Approved.
Quote:T1 Assist: Torchlit Fairy (1000): Clownpiece calls a fellow fairy to her aide, bathed in the light of her torch. The lunacy makes her stronger and much more frenetic than the average fairy, but doesn't leave much room for smarts. Since Clownpiece is a hell fairy, this ally tends to be a hell fairy as well, and is capable of using Hellfire, as well as the star/stripe bullet barrages. Usually fairies tend to be pretty hard to order around, but Clownpiece has found a way around that in the form of riling them up and pointing them at an enemy.
![[Image: Sunflower.Fairy.full.1350473.jpg]](http://static.zerochan.net/Sunflower.Fairy.full.1350473.jpg)
ATK: 2
DEF: 1
SPD: 2
TEC: 0
How big's this fairy? The 'tends' to be a hell fairy is a bit worrying. What else could it be? Please define if so.
Stars: They travel 30 meters in 3 seconds so they move at about 10 m/s, or 22 mph. Also adjusted to specify they're 1 meter in diameter.
Fairy: At first I thought "well she could be a normal, non-edgy fairy" but then I realized that would lock her out of using the moves so I changed it so she only calls upon hell fairies. She's also about Clownpiece's height, give or take a few inches (so like ranging between 4'2" and 4'8"). Changes made in bold to the original post.[/spoiler]
Realized I described a foddery bit wrong >.>
In addition to the things adjusted in the bottom of the second spoiler there, I also changed up the description for "Stars" to include that she doesn't require her torch to cast it, she just prefers using it.
All changes are made in bold in the top spoiler of this post in order to keep digging around to a minimum.
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
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@Omni - I can live with that reasoning. I do have to ask, if I do more storylines with him and become more involved with the character would I be able to get the move? Kinda like unlocking a level of recognition with the big guy.
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Mind if I take the moves I just submitted back to the drawing board, to do more work on them, except for Dark Mage Staff?
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07-07-2017, 03:16 PM
(This post was last modified: 07-15-2017, 12:09 AM by Goku.)
Spirit Bomb (Ranged, Ranged Materialise Proficiency) (600 OM not including Proficiencies)
The Spirit Bomb calls upon the power of all living things, beginning with those closest to the user and then spreading out within the same 'verse. Intelligent living creatures have to actively choose to give excess life energy to the Spirit Bomb by raising their hand, but unintelligent animals and plants will automatically lend their power to the attack. The Spirit Bomb can be gathered in two ways, either into the user's own hand, or into the sky above the user. The former version is more limited, only able to create a Spirit Bomb the size of a basketball, the latter can technically keep going until all the excess energy available has been taken - potentially creating a sphere up to fifty feet in diameter to drop out of the sky on the opponent.
The power of a fully-charged Spirit Bomb is immense, and the technique has the advantage of taking very little of the user's own energy. However, the downside is the time it takes to charge. Even a one-handed Spirit Bomb takes at least ten seconds of uninterrupted concentration in which the user cannot defend themselves in any way. To completely charge a Spirit Bomb, the user has to stand with their hands in the air, completely unable to defend themselves, for five full minutes. Although it is possible to continue to charge the attack whilst being hurt, the user has to maintain absolute focus on the Spirit Bomb and is unable to take any other offensive or defensive actions during the charging process.
When directed to attack, the Spirit Bomb moves about as fast as any other ki blast - roughly as swiftly as an arrow- and Goku is accurate out to 50 meters for every point of Tec, though once it is thrown the Spirit Bomb will keep going until it hits something and explodes. Goku cannot 'cancel' the Spirit Bomb or control its movement after setting its initial trajectory.
Super Kamehameha (Tier 1 Super Move) (600 OM)
The Super Kamehameha is an upgraded version of the Kamehameha. By really giving it his all (and a little bit of SP), Goku is able to circumvent the usual charge up time of the Kamehameha and throw out an incredibly powerful beam of energy some 30 feet in diameter in the time it takes him to cup his hands and intone the word 'Kamehameha' then throw them forwards. As with the regular Kamehameha, he is accurate out to approximately 50 meters for every point of Tec. The Super Kamehameha moves at the same speed as the regular kamehameha - about the speed of an arrow.
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07-07-2017, 08:50 PM
(This post was last modified: 07-12-2017, 04:30 PM by Ash.
Edit Reason: i wanted to work on these more
)
[redact]
Warning: Anything that involves Ash should be rated M. Possibly higher.
Erik Vrell : Ash has a 'love' fourth dimensional shape
Erik Vrell : As in its wide and unfathomable for us mere mortals
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Holy Weapons (Physical, Ranged, Area Attack, Debuff, Area Shield) 900 OM:
![[Image: Johanna_HotS_Art.jpg]](http://hydra-media.cursecdn.com/heroesofthestorm.gamepedia.com/6/64/Johanna_HotS_Art.jpg) The weapons, demonstrated by Johanna.
This is a flail and shield inspired by the armaments of Johanna the Crusader. They can be summoned on the fly, taking a second for the two to materialize or disappear.
The flail's ballast is approximately one foot in long and four inches wide, with the middle covered in a ring of pointy spikes. The chain that connects it to the handle is three feet long. Hunter isn't very skilled with it, but knows enough to use it in battle. It's balanced in weight, speed and power, with the power of the weapon being higher than the other stats.
The shield is about 5 feet tall and two feet wide, designed in the shape of a cross. It's very heavy, and Hunter is reduced to walking speed while equipped with it. It's also very good at defending, and is suitable for pushing and bashing.
By shouting "Lux Dei" and pushing the shield forward, a blinding light shines forth from the front of the shield for a moment, as wide as the shield and extending up to 5 feet. The light functions similarly to his Holy Salt attack, except the blinding only lasts for a second and the burning is much more intense and can possibly inflict first-degree burns. Hunter needs to stand still to cast it, and is slightly tiring to use.
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Fodder: Alien Mutant - 0 om
It is well known that Freeza can breathe in oxygen free climates such as space, or underwater. This is due to him being an alien with mixed genes. He can pretty much convert anything to oxygen, or simply does not require it to live.
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(07-08-2017, 07:41 PM)Freeza Wrote: Fodder: Alien Mutant - 0 om
It is well known that Freeza can breathe in oxygen free climates such as space, or underwater. This is due to him being an alien with mixed genes. He can pretty much convert anything to oxygen, or simply does not require it to live.
Always Outnumbered, Never Outgunned
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07-08-2017, 11:14 PM
(This post was last modified: 07-10-2017, 09:03 PM by King Ghidorah.)
Some basic psychic moves and a power-up for Kelly down the road - two of which will also be for Isolda van Harnburg, a less technical psychic NPC I'm putting together to make Ghidorah's life yet more complicated. For the NPC I'm going to give them different names (and different flavor), but they'll be functionally identical save for appropriate character-name-swapping in the descriptions.
Vector Impulsion: Requires Ranged Proficiency, Ranged Materialize Proficiency, Area Attack Proficiency, Debuff Proficiency, Advanced Telekinesis, 3+ ATK - (900 OM)
By using his psychokinesis to temporarily warp space and create a set of persistent force-vectors within a specific area, Kelly can effectively alter the direction of gravity within a column up to seven meters in diameter and 30 meters long (minimum area 2 meter radius by five ten meter height) and/or enhance its pull. The column may be oriented in any direction within 3-dimensional space - vertically, horizontally, diagonally, whatever seems most effective at the time. Once active, anything within the effected area will 'fall' in the direction he has chosen until it either reaches the end of the column of warped space or collides with a free-standing object sturdy enough or large enough to remain upright within the column - the surface of which will be the affected object or person's new 'ground' until the effect ends. The column of warped space persists for five seconds, plus 1.5 additional seconds for every additional second of charge. Creatures with Master Acrobat or a TEC of 3 or greater may be able to reorient themselves enough to minimize the disorienting effect of the sudden shift in perspective, but unless they have flight that won't stop them from 'falling'.
In order to use this move, Kelly must charge it for a minimum of 2 seconds, during which time the air in the area he has selected will ripple like a desert mirage. While charging, he's limited to purely defensive actions (blocking attacks with his staff, for example), cannot use other non-item moves, and suffers a -2 to TEC for any purpose not related to using Vector Impulsion. The charge can be interrupted by a solid blow.
The affected area must be be either within Kelly's line of sight, or the range of Kelly's enhanced senses.
The strength of the pull Vector Impulsion creates is dependent on Kelly's ATK. At 3, it's equivalent to one normal gravity, but it goes up by 1 G for every two points of ATK, meaning that at 5 a person's 'fall' would accelerate twice as fast as normal, 3 times as fast as normal at 7, etc. Kelly may make create a weaker vector if he wishes ( A 1 G pull when his ATK is powered up to 5 for, for instance).
Alternatively, by using Vector Impulsion to enhance the normal pull of gravity rather cancel and redirect it, Kelly can create a zone wherein an additional 1 earth-gravity (At 3 ATK , +1 G per 2 additional ATK, as with other uses of this move) pulls groundward, making movement difficult. Creatures with an ATK less than Kelly's by 1 or more will probably become pinned. Creature's with Higher ATK may be still be able to move with difficulty (if their ATK exceeds Kelly's by 2 or more, or if they possess flight and a SPD stat greater than Kelly's ATK , they can be considered practically unhindered).
The effects of vector impulsion are fixed in place - any creature that leaves the affected area while the attack is active is no longer effected.
Regardless of the area affected, this attack takes a lot of power to execute - using it is equivalent to maxing out while weightlifting - and leaves Kelly unable to use any non-item normal move for fifteen seconds.
Kelly is not immune to the effects of Vector Impulsion. If he enters the affected area, he must contend with them as well.
Personal Space: Requires Telekinesis, Area-Attack proficiency, 3+ ATK - variable (600 OM)
If Kelly needs a little breathing room, he can use his psychic powers to create some. He can do this in two ways.
Version 1: By focusing intensely, he can generate an instantaneous telekinetic shockwave, invisible save for the wave-front of dust it produces at ground-level and the effect it has on anything in its path, expanding spherically outward to a range of about three meters before dissipating (Force decreasing proportionately after first meter of distance from Kelly's body - one meter= full power, two meters = 50% power, etc.). This shockwave isn't designed to be damaging - rather, it's like being shoved extremely hard (Kelly's ATK score) - potentially knocking less sturdy enemies off their feet and forcing tougher ones back to a less-threatening distance (Enemy DEF score). As generating the shockwave requires Kelly to muster a lot of force extremely quickly across his entire body, it puts a great deal of strain on his energy reserves. This version can only be used once per fight.
Version 2: The second use of Personal Space is more powerful, but riskier in the heat of battle. By charging the attack for four seconds, Kelly can increase the power of the shockwave to the point where its genuinely dangerous - capable of breaking wooden furniture at middle-distance or cracking marble at close range (or more if his ATK score goes up). This version of Personal Space has a slightly increased range - four meters instead of three, and the drop-off in power begins at 1.5 meters instead of 1 meter, though otherwise the same rules of distance-ratio and effectiveness apply. Kelly can charge it while doing other things - moving, or even fighting, though attempting the latter splits his focus and effectively reduces his TEC score by 2 for the duration of the charge-time - and the decrease becomes -3 if he's trying to use other psychokinetically-based moves (this reduction can't bring his TEC below 0, and he can't take other combative action while charging Personal Space v2 if for some reason it would). The charge can be interrupted by a solid blow. This version of Personal Space can be used more often (once every minute or so, each use incurring mild general fatigue, like running a 100 meter dash), as the charge-time makes it less stressful to perform - but it cannot be used at all if Kelly has already used version 1.
Anatomical Psychokinetic Overlay: Tier-2 Powerup - (1500 OM)
With the return of Kelly's higher senses comes a vastly superior casual awareness of his own physical structure. This allows him to synchronize the forces he controls with the biological minutiae of his body to a far greater degree than was previously possible, creating a nigh-flawless vector-construct that compliments and enhances his durability and physical power. In addition to the obvious physical benefits, this higher-level melding of mind and body allows him to move almost as fast as he can think, and grants a glimpse through the keyholes of the locked doors in his head, giving him access to reserves of skill and psychic potency that are otherwise lost to him.
Related Fluff: When this powerup is active powerful, subtle vector-harmonics react with elements in the air, creating a whispy, gas-like purple-and-blue glow that rolls off Kelly like candle-smoke.
ATK: +3
DEF: +4
SPD: +2
TEC: +1
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Updating the Ki Blast Move (changes in Bold). Everything else is a new Move.
Ki Beam; Ranged, Remote Control (900)
A variety of Ki Beam attacks taken from fighters such as Goku, Piccolo, Vegeta, and Freiza. Though the poses and appearances of the attacks may vary, their mechanical effects are all similar. A Ki Beam is a meter thick sustained emission of energy that travels bullet-fast along a straight path towards a target. Rather than explode on contact, it deals continuous damage as long as the beam is maintained, though Cell must remain still while firing this attack. However, if his foe attempts to avoid the attack, he can cause the beam to "chase" them. The Ki Beam can be charged for greater damage, up to five seconds for about twice the destructive potential, and it can be maintained for up to fifteen seconds. Cell can utilize the Kaio-Ken Technique to bypass the charge time to unleash a Ki-Beam at full strength, but doing so causes damage to his body. Goes by various names: Kamehameha, Galick Gun, Masenko, and Death Beam, among other less-used names.
Ki Blast; Ranged (900)
By focusing his energy, Cell can form a melon-sized orb of yellowish ki in one of his palms. Driving his hand towards a target, the ball assumes a teardrop shape when launched and erupts in a meter wide explosion on contact with a surface or opponent. It takes a brief second to reform the energy in between blasts, but he can chain these together by alternating his hands. This attack deals similar damage to a standard punch or kick, but can be utilized at a range of about one kilometer and moves as quickly as a bullet. One of Cell's most simple techniques, the ease of this attack allows Cell to fire it while moving. However, should he desire, Cell can up the ante with his Ki Blasts. By remaining still and charging the blast for up to five seconds, he can deal about twice as much damage. Furthermore, should Cell utilize the dangerous Kaio-Ken Technique, he can fire a charged Ki Blast without needing to actual charge it, though this causes his body physical harm. A charged Ki Blast goes by such names as Light Grenade, Big Bang Attack, and Burning Attack.
Ki-Infused Attacks: Physical Strength (600)
In addition to his standard physical strikes, Cell has mastered his ki to the point where he can imbue his strikes with it to deal additional damage. However, such power comes at a cost of time and stamina. Cell can charge any basic physical attack for up to five seconds, dealing twice the damage on a full charge. By utilizing the Kaio-Ken Technique, Cell can bypass the charge time, but such power comes at the cost of his health.
Tier 1 Super Utility: Solar Flare; Debuff, Ranged, Area Attack (600)
Cell places his hands beside his face, fingers spread and palms towards his enemy. By emitting a bright flash of Ki from his palms and shouting the attack's name, the bio-android temporarily blinds his opponent in an attempt to allow himself to escape. Works like a Deku Nut item, but only in regards to increasing escape chance.
Vitality Drain; Physical Strength, Debuff Proficiency (300)
By stabbing his tail into a foe, Cell can drain away their vital fluids and lifeforce, though this takes time. It would take nearly 2 minutes of continous draining to actually kill an average opponent with this attack, while tougher targets may take even longer. Still, after even a short time a person being drained will feel weaker than usual. While insignificant victims may be unable to free themselves before becoming too weak to resist, Primes and powerful Secondaries are usually able to escape from Cell's clutches before any significant harm is done, unless they've already been beaten into submission.
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(07-07-2017, 02:48 AM)Makoto Yuki Wrote: Whoops, I should've checked the rest of the move before posting >_>
Quote:Zio: Revised - (Ranged Proficiency, Debuff Proficiency) - 600 OM
A yellow bolt of lightning two meters long and three centimeters in diameter, when thrown like a lance it discharges on contact, burning flesh (or equivalent) but can't stun. Can be loosed as quickly as Makoto can make a grasping motion with a free hand. When thrown has the approximate speed of a bullet, and can hit targets no farther than 60 meters away provided it's accurately aimed. Owing to its simplicity, it's not very powerful nor very taxing, and can be cast while moving around or using other moves.
It's possible to upgrade this spell by charging for up to five seconds, the resulting bolt is comparatively slower, and has a range limited to 20 meters. This version is more damaging, as signified by a brighter glow, but it's also more tiring, forces the user to only move at a crawl, and prevents them from using other moves until the charging is complete. Being attacked or restrained will cancel the charge and reset the needed time. The increased electric charge is enough to immobilize a targeted limb, stopping its movement entirely for double the time used to charge the move.
Will this work? And just so I'm sure we're on the same page, I do have to sell the old version for half price and then buy the new one, correct?
Thanks for your help!
Nah, you're good to go on both fronts.
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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(07-07-2017, 09:17 AM)Strazio Rockwell Wrote: @Omni - I can live with that reasoning. I do have to ask, if I do more storylines with him and become more involved with the character would I be able to get the move? Kinda like unlocking a level of recognition with the big guy.
I still say no, on the grounds that it's summoning a Prime out of nowhere to you. It's different if it's Bahamut or something, but this feels weird, frankly.
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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As to my question about taking those moves back to the drawing board? Also, I've purchased both the Dark Mage Staff, and Black Heart.
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(07-09-2017, 03:45 PM)Repliku Wrote: As to my question about taking those moves back to the drawing board? Also, I've purchased both the Dark Mage Staff, and Black Heart.
You are completely free to withdraw moves and work on them more. Go ahead. As for your purchases. Just put them in your log.
Always Outnumbered, Never Outgunned
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I've never made a transformation/power-up before, so I might need to workshop this. Bear with me.
Telenergy Surge (Tier One Power-Up, 1000 OM)
Blink has learned how to focus her teleportation energy (telenergy) into a specific form. The emerald power forms a physical suit around her body for defense. While in this form, she can't use the energy to form weapons or shields as usual, but it does give her a boost to her actual portal-making ability, allowing her to teleport much faster to appear as if she is literally 'blinking' in and out of reality.
The telenergy is much more visible then usual while she is surging. It appears as a green aura around her body, even leaking out from her fingertips using creating portals.
ATK: 1
DEF: 2 + 2 = 4
SPD: 5 + 2 = 7
TEC: 2 + 1 = 3
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(07-09-2017, 05:19 PM)Blink Wrote: I've never made a transformation/power-up before, so I might need to workshop this. Bear with me.
Telenergy Surge (Tier One Power-Up, 1000 OM)
Blink has learned how to focus her teleportation energy (telenergy) into a specific form. The emerald power forms a physical suit around her body for defense. While in this form, she can't use the energy to form weapons or shields as usual, but it does give her a boost to her actual portal-making ability, allowing her to teleport much faster to appear as if she is literally 'blinking' in and out of reality.
The telenergy is much more visible then usual while she is surging. It appears as a green aura around her body, even leaking out from her fingertips using creating portals.
ATK: 1
DEF: 2 + 2 = 4
SPD: 5 + 2 = 7
TEC: 2 + 1 = 3
Approved.
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