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Are you entering with someone other than your PC Prime? Please read the Rules threads on the topic and post up your information here. I'll either give you a thumbs up or ask you to change/clarity somethings before you start writing in-character.
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Looking to get the pupper approved to get up in this mess. Copied from the NPC thread (I can add stuff if needed):
[spoiler]
Quote:Name: Nanaki
Alias: Red XIII
Source: Compilation of Final Fantasy VII
Level: 4
Spent OM: 16500.00
Age: 50 (young for his species, approximately equal in maturity to an 18-year-old human)
Hair Color: Red
Eye Color: Amber
Height: 3’ 9’’ (approx. 114 cm) at shoulders
Distinguishing Characteristics: Tattoos, bangles, scar over right eye, flaming tail
Character Appearance
![[Image: latest?cb=20110523190605]](http://vignette1.wikia.nocookie.net/uncyclopedia/images/6/62/Red_xiii_art.jpg/revision/latest?cb=20110523190605)
Character History
Pre-Omniverse: All history up to the end of Dirge of Cerberus: Final Fantasy VII.
Post-Omniverse: After arriving in the Nexus, Nanaki travelled to the Vasty Deep where he felt an odd sensation pulling him toward the water. Shortly after he was abducted by raiders looking to make a quick buck by selling the beast to Karl Jak, the enigmatic host of Dante’s Abyss. Before they could deliver their specimen, their vessel was assaulted by Vincent and co., the canid escaping the ship with his old friend. It was not long after this that Vincent ventured off solo to participate in Dante’s Abyss. It had been nearly a year since he had last seen his comrade and after nearly non-stop searching he had come upon no solid leads. Upon hearing of return of the tournament, Nanaki jumped at the only chance he had to attempt to track down his friend.
Character Personality
Nanaki’s personality can sometimes be hard to parse for an outsider, as he shows a strong distaste for humans as a rule. This is due to both his mistreatment at the hands of devious scientists and from his own observations of how humans treat their world. Those close to him know that he is a calm and courteous creature, showing great interest in the world around him. He displays a strong sense of honor and courage, leading his life in such a manner as to emulate his beloved father, a war hero among his people.
Proficiencies (3000): Physical Strength (1000), Range Proficiency (1000), Area Attack Proficiency (600), Area Shield Proficiency (400)
Powers (6600): Burst Movement (800), Super Jumping: Basic (300), Enhanced Senses: Master (2000), Foresight (1500), Fusion: Basic (1000), Symbiosis (1000)
Moves (1500)
Claws (Physical Strength; 300): Being a predatory beast, Nanaki has a set of 2-inch (~5 cm) claws on each of his feet, the front set being retractable. All sets are quite sharp, easily able to lacerate weak foes and leave gouges in sturdy armor. The front claws can be readied in an instant, though if he is caught unaware by a fast enough foe, he could sustain damage before they were drawn.
Teeth (Physical Strength; 300): Similar in mechanics to claws, these 3-inch (7.5 cm) fangs make up for what they lack in range with sheer crushing power. When in the middle of combat, Nanaki can strike with feral fury unmatched among beasts.
Fira (Ranged Proficiency, Area Attack Proficiency; 300)
An intermediate black magic spell, Fira consists essentially of a fireball about the size of a softball. By channeling mana between one’s jaws, the user can generate said fireball, requiring around 3 seconds of time to do so. Nanaki typically executes this attack while moving, firing it like a missile at around the speed of an arrow. Upon contact the sphere detonates, with everything within a 6-foot radius sustaining splash damage from the resultant pyrotechnics as well as knocking back those nearby. As the attack is travels at a set rate, the accuracy of the attack falls as the user speeds up, requiring the user to be nearly motionless to hit anything more than a stationary target. Those closer to the point of contact sustain higher damage, whilst those on the outer limit are mildly singed.
Shell (Area Shield Proficiency; 300)
A defensive white magic spell, Shell creates a translucent dome over the user, encompassing a diameter of around 10 feet. Its protective attributes are effective against ranged attacks like missiles and spells, though useless against melee attacks. Weaker, rapid-fire attacks are blocked without much effort while stronger attacks increase the cost mana cost of maintenance as well as the risk of losing concentration. The spell requires the user remain immobile and is useless against Super Moves, which obliterate the dome and strike the user full-force. Shell's duration is essentially as long as Nanaki can provide a mana source and maintain concentration. Though he is able to utilize weaker attacks like Claws and Fangs, this detracts from his focus and weakens the shield. This being the case, he does not normally use the spell for longer than a few minutes at most.
Limit Break: Sled Fang (Physical Strength; 300)
![[Image: RYwZvZw.gif]](http://i.imgur.com/RYwZvZw.gif)
Summoning up vast amounts of magical energy within himself over a period of 5 seconds, Nanaki sprints toward an enemy and slams into them, unleashing the stored energy in a powerful blast. The charge-up time requires the user to remain motionless and maintain concentration, lest he lose his grip on the magical energies. If he fails to make contact with a foe (missing, being knocked back), the move will fail and the energy will dissipate. As this technique relies on speed, faster foes will find it easier to avoid taking damage. This technique is significantly draining, requiring Nanaki to rest for at least 10 seconds before doing anything energy intensive.
Super Moves (1400):
Limit Break: Stardust Ray (Tier-1 Offensive Super; Area Attack Proficiency, Ranged Proficiency, 600)
![[Image: Hfszbxb.gif]](http://i.imgur.com/Hfszbxb.gif)
Nanaki takes a low stance, focusing over a period of 5 seconds. He then lets loose a feral roar, bringing down a shower of star-like motes of energy from the heavens over an area of 30 feet (~10 meters). Those caught within the radius of the shower take more damage the closer to the center they are. Those on the periphery take light damage and can more easily escape the assault entirely. During the technique’s duration Nanaki must remain motionless, focusing on raining hell on his opponents. After around 15 seconds, the energy balls cease to fall and the caster is left thoroughly exhausted and unable to produce effective attacks for a few moments.
Limit Break: Cosmo Memory (Tier-2 Offensive Super; Area Attack Proficiency, Ranged Proficiency, 800)
![[Image: GeOvf8w.gif]](http://i.imgur.com/GeOvf8w.gif)
In a moment of desperation, Nanaki may choose to ready his most devastating attack. Squaring his shoulders and concentrating intensely over a period of 10 seconds, he channels all of his available energy into a final all-out assault. With a final ferocious roar, he charges a crimson energy blast between his fearsome jaws. Over the course of a few seconds the orb grows from the size of a baseball to nearly 6-feet (~180 cm) in diameter before rocketing forward and slamming into his foe, detonating with devastating results. Using this technique leaves the cast completely drained, unable to use anything beyond his own teeth and claws for several minutes.
Transformations (1000):
Limit Break: Howling Moon (1000)
![[Image: zWKBbdC.gif]](http://i.imgur.com/zWKBbdC.gif)
Nanaki calls upon the power of the planet (or Omnilium, as the case now is) to increase his strength, speed and endurance. He throws his head back and lets loose a haunting howl, allowing his stats to reach new heights.
ATK: +2
DEF: +2
SPD: +1
TEC: +0
Items: None.
Unlocks (3000): 1st Stat Increase (1000), 2nd Stat Increase (2000)
Stats
ATK: 4 [6]
DEF: 3 [5]
SPD: 3 [4]
TEC: 2 [2]
[/spoiler]
[float=left] ![[Image: G3vODOp.png]](http://i.imgur.com/G3vODOp.png)
Dante's Abyss '15
Participant
Vincent Valentine
[/float][float=right] ![[Image: oQAQ9Jn.png]](http://i.imgur.com/oQAQ9Jn.png)
Dante's Abyss '16
Grand Champion
Nanaki/Red XIII
[/float]
(07-16-2018, 06:14 PM)Lord Zedd Wrote: I'm here to kick ass and write compelling stories with Vincent Valentine.
And baby, we're all out of Vincent Valentine.
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Looks good to me. Feel free to write and enter when you please.
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Joining with Christa my PC prime under Gildarts' acc. The first link is her approved PC sheet, the second link is a long over due updated one with more features to her prime-y ness.
http://omniverse-rpg.com/showthread.php?...9#pid71089
http://omniverse-rpg.com/showthread.php?...5#pid72425
"I have never met a strong person with an easy past." -Atticus
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Planning to bring Abner. Seeing as he's been somewhat active and moving around a bit, is it cool if I bring him up to level 2 or 3?
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Yea, you can full him up to level 2 or 3 if you want to. You can drop his new profile here and I'll edit it over after making sure it's up-to-snuff.
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(06-04-2016, 06:55 PM)Gildarts Wrote: Joining with Christa my PC prime under Gildarts' acc. The first link is her approved PC sheet, the second link is a long over due updated one with more features to her prime-y ness.
http://omniverse-rpg.com/showthread.php?...9#pid71089
http://omniverse-rpg.com/showthread.php?...5#pid72425
I'll get to those updates this week, but you can feel free to post when you please.
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(06-05-2016, 09:11 AM)Karl Jak Wrote: (06-04-2016, 06:55 PM)Gildarts Wrote: Joining with Christa my PC prime under Gildarts' acc. The first link is her approved PC sheet, the second link is a long over due updated one with more features to her prime-y ness.
http://omniverse-rpg.com/showthread.php?...9#pid71089
http://omniverse-rpg.com/showthread.php?...5#pid72425
I'll get to those updates this week, but you can feel free to post when you please.
I trust you.
Thanks for the approval  :tiphat:
"I have never met a strong person with an easy past." -Atticus
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I know this is on hyper-late notice, so if I can't get approved in time I would fully understand!
I would like to join with a new secondary, described below, made for the Dante Verse.
To avoid additional move approvals and the like, I only use two moves which have already been approved for one of my characters, namely the Ember Celica and Quake Slam ( approval of these moves can be found here), with no alterations made to it outside of the name and fluff (marked in bold in the move description). What this secondary would use is called her "Phoenix Blasters" and "Quake Slam".
Note: As hand-waived summoning is disabled the ammo count for the Phoenix Blasters will be limited. Fiara would be carrying a fair amount with her, ~8-10 spare mags with 12 shells each, plus the "volatile shells" (SP points) for her Quake Slam super move.
[spoiler] Name: Fiara
Source: Okami (same game Amaterasu is from), but is an OC.
Character History: Fiara is the daughter of the Celestial Brush God Moegami, the phoenix. While normally phoenixes only lay one egg from which they themselves are reborn, this cycle was somehow broken by Fiara as she "hatched" without her parent dying. Moegami still remains sealed somewhere in a constellation on the Endless Dunes's sky, whilst Fiara searches for Amaterasu to get her to free her parent - which is also how she happened across Dante's Abyss, in TWNN.
Personality: Fiara has not inherited any bit of the calm, collected and serene behavior of her parent - quite the opposite, she's an upbeat, borderline hyperactive personality that can swing from angry to sad and back in a moment. She's got a difficult time keeping her head clear once she gets going, which can be emotionally or in combat - she doesn't fight particularly skilled or with much style and technique, instead charging in like a berserker and beating all opposition out of the way - that is, unless they're friends. She deeply cares about those people that have found a way to her heart, even if they turn out as traitors, and a familiar face standing in her way will more often than not get her to stop her onslaughts, be it in combat or in a verbal debate. Not that she may not say something she regrets later to a friend - but she won't punch them in the face.
Given enough time without external stimulation she can regain her level head and actually tackle a situation with her brain rather than her fists. She is well aware of this and is happy for people around her to hold her back before she does something against better judgement.
Also, she heavily dislikes tradition and "non-modernness", which she loves to shove in her parent's face by dressing like modern individuals in the Endless Dunes and wielding gun-like weapons rather than traditional ones such as a bow and arrow or a sword.
Appearance:
Stats:
ATK - 3
DEF - 3
SPD - 3
TEC - 1
Moves (Total 1200)
Phoenix Blasters: (Requires Physical Strength, Ranged Proficiency) (600 OM)
A self-built mixture of her innate phoenix magic and modern technology, Fiara fashioned these for herself during her journey. They allow for efficient melee and ranged combat.
Description
The Phoenix Blasters appear as metal bracelets on Fiara’s hands by default, but when activated they cover Fiara's hands and forearms, acting as arm guards. The gauntlets have a golden color and the shells inside are red and orange. They are made out of metal, thus they offer basic protection against attacks.
When active, they are also surrounded by blazing flames, resembling fiery wings, which grow bigger or smaller depending on the "heat" of battle from Fiara's point of view - being excited, angry or desperate will cause them to grow bigger. However they don't emit any heat, nor burn anyone even if touching that person for extended periods of time, nor blind or otherwise impede them in any way. The lack of heat is so noticeable that one can tell the flames as being harmless very easily. (it's a purely cosmetic effect)
Ammunition and Reloading
Each gauntlet has a magazine belt with 12 shells in it. They have mechanisms similar to a pump-action shotgun that allow Fiara to eject empty shells after firing them. She must do so before being able to reload. Because the mag holders are magnetic, Fiara can reload them by tossing fresh belts into the air and allowing them to fall onto the magazine, as reloading by hand would be very difficult with the gauntlets being on her wrists and arms. Reloading takes about 3 seconds.
The Phoenix Blasters can be loaded with different types of dust shells which have different effects. She currently has Slug Shells (Default).
Attacking Notes:
Fiara is able to control if she wants a shell to trigger upon punching a foe, for security purposes (if her hand is in the way, for instance) or if for whatever reason she wishes to deal less or no damage with her punches - or save her ammunition. However, she must meet the following conditions to be able to fire her shots:
-She must have her hand(s) balled into (a) fist(s).
-She must throw a connecting punch with her fist. Backhand smacks, slaps, elbow hits etc. do not work.
-There must be at least one shell in the magazine for the hand she is using, obviously.
Punches with empty mags or without a shell fired for any other reason (the conditions not being met, or Fiara deciding to not fire a shell) fall under normal Physical Strength: they’re not moves, and are strictly weaker (same speed of execution, deals much less damage and no special effects) than punches with a shell - even hitting someone with the metallic part doesn't do more damage than Fiara's fist due to Omniverse physics. For obvious reasons, Fiara cannot use ranged attacks with empty mags.
Slug Shells These shells are used by default. They create red kinetic energy pulses which explode in a flash of light when impacting, knocking enemies back. While the pulses themselves function like bullets in that they can be blocked, deflected etc. they do not have the piercing capability of bullets. Slug Shells are used for Slug Punch and Rifle Punch.
Slug Punch (Melee) A basic punch enhanced by a Slug Shell. The pulse leaves the barrel and explodes nearly immediately, creating the illusion of Fiara’s fist exploding, and knocks the opponent back. Heavier opponents get knocked back less far. The explosion only affects the original target, it does not cause splash damage.
Rifle Punch (Ranged) A ranged attack where Fiara punches the air, firing a distance shot at her opponent. This uses the Slug Shell. The pulse is around the size of a tennis ball and flies at an arrow’s speed. While it explodes and causes knockback like a Slug Punch, the effectiveness at a range is inferior due to the pulse losing energy as it travels.
Super Attack - T1: Quake Slam (600)
(Requires Physical Strength, Area Attack Proficiency, Master Acrobat, Super Jumping - Basic or higher. Costs 1 SP)
Fiara loads a shell with volatile dust into her Phoenix Blasters, then she leaps into the air, flipping herself to face downwards, and comes back down to slam her fist into the ground with enormous force. The shell in the Phoenix Blasters is then fired, causing a large explosion around Fiara and sending a wave motion outwards from the point of impact which sends her opponents flying and causes great destruction in her immediate surroundings. The Wave motion reaches up to 7 meters from the point of impact, gradually losing strength the further it goes.
Purchased Powers/Proficiencies: (total 3300)
Physical Strength 1000
Ranged Proficiency 1000
Area Attack Proficiency 600
Master Acrobat 400
Super Jumping - Basic 300
1200 for moves
3300 for Powers & Proficiencies
4500/5000 spent![/spoiler]
 undoge: Credit & Hugs to Ruby for the sign, and to Guu for the smileys!  undoge:
Hide your chicken nuggers, hide your heads, the Sundoge is coming and she'll hat everyone!
Quote:PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
This signature is so overloaded...
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Awesomeness, thank you!
 undoge: Credit & Hugs to Ruby for the sign, and to Guu for the smileys!  undoge:
Hide your chicken nuggers, hide your heads, the Sundoge is coming and she'll hat everyone!
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Please message me before you attack my character or assault my base! Thanks!
This signature is so overloaded...
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Alrighty. Here's the new and improved Abner, in the tags. Added two supers (+ area shield proficiency), one basic move (combat knife), and one power (stealth). Spent OM jumped from 4900 to 8400. If that's too much, I can trim some stuff down.
NPC Name: Abner White
Source: OC
[spoiler]
Role: Secondary to Prime conversion, per the Secondary Saga.
Appearance: Abner wears green BDU pants, black boots, and a grey t-shirt. He wears a black bulletproof vest as well, but only because it was issued to him and happens to have extra pockets for storage. He frequently complains about how hot the damn thing is. He also wears a ballcap with a woodland camouflage pattern. His face is scruffy and unshaven, and if he's not smoking a cigarette he's likely chewing tobacco dip. He speaks with an accent associated with the rural American southeast. One would be able to correctly guess upon looking at him that he is in his late 30s, most noticeably his black hair is showing bits of grey in it.
History: Abner had been an Imperial stormtrooper for a long time, as well as a soldier in his world before arriving in the Omniverse. He served on many missions and was well known as one of the Empire's best "normal" stormtroopers, in that he had no extra powers and is not a Prime. That said, he slowed down considerably the past few years. He wanted to take a break from being a front-line soldier, but he didn't have many other marketable skills. He's seen and done many things, and now he's become somewhat tired of it all. He worked as a stormtrooper in the Nexus for the past several years, having to deal with both new Primes as well as soldiers from Camelot. He was sent to the Nexus to help recruit Primes to the Imperial side after it was decided that he might not be the best at patrolling in Coruscant. This didn't work too well, as he was much more interested in simply surviving than actually recruiting Primes, unlike some of the more eager, younger troopers. He was then reassigned to the special operations section, with the hope that a proper use could be found for his unique skills.
His first assignment was to investigate the rumors that there was a way to find Omni directly. Abner set out to the Tangled Green, where he found himself united with other like-minded souls from various walks of life. Alongside them he trekked through a temple and set up a small community in the swamps while they investigated the possible location of the portal to the Void. Eventually it was discovered that they had to travel through the Swamp of Sadness. Abner journeyed through as well, his doubts with the Empire culminating in a terrifying experience. He made it through, but promised to no longer toil through his job, but instead actively try to make the world better.
He was one of the survivors who met Omni, and though he was disappointed in the god's attitude and reasoning, he still accepted the offer to become a Prime. Abner has now returned to the Omniverse he knows so well with powers he never imagined would be his.
Level: 3
Stats: (+1 Stat Upgrade - 1000 OM)
ATK: 3
DEF: 1
SPD: 2
TEC: 5
Proficiencies: Physical Strength (1000), Ranged Proficiency (1000), Area Shield (400)
Powers: Suppression (1000), Stealth (1200)
Moves:
Sig Sauer P226 - Requires Ranged Proficiency (300)
A fairly standard, black pistol that Abner keeps in a thigh holster on his right side. It takes him less than a second to draw it from the holster, as he has trained and practiced extensively with it. The pistol holds fifteen rounds in the magazine, plus one that he always keeps in the chamber. When empty, if he has a fresh mag on his person (he carries two on his belt and two on his vest for a total of four spares), it takes him about a second and a half to reload the weapon. Abner can accurately shoot up to 25 yards in a hurry and on the move, and around 50 with a little more aim and concentration. It fires .40 S&W rounds, allowing him to be accurate and have solid stopping power at the same time. It is semi-automatic, so it will fire just as fast as he can pull the trigger.
E-11 Blaster Rifle - Requires Ranged Proficiency (300)
A black energy rifle assigned to Abner by the Empire. The weapons shoots red laser beams instead of ballistic projectiles. It is shorter than an average assault rifle, for ease of movement, and can be fired one handed, though with significantly less accuracy. It has an effective range of about 320 yards, and Abner's model is semi-automatic, allowing his to fire as fast as he can pull the trigger. It is customized to have a rechargeable energy core, which means he theoretically never has to reload it, however if he continues to fire, it will need to cool down for ten seconds after the thirtieth shot. It is actually less powerful than his other weapons, but far more accurate. Abner carries the gun on a three point sling across his chest, so that he can shoulder it quickly, but also simply let it drop when he needs a different weapon.
Remington 870 - Requires Ranged Proficiency (300)
A standard, black twelve gauge shotgun. Abner typically keeps this slung over his back, which takes him about two seconds to get it into his hands and ready to fire. The shotgun has four shells of buckshot in the tube and an empty chamber while he's traveling, plus an additional six rounds stored on the side of the gun for quick access. Between every shot he must pump slide to load a new shell into the chamber. Though he can pump almost instantly after firing, loading the additional shells on the side into the barrel directly can take as much as a second to load and fire, slowing down his last shots considerably. The maximum range of the weapon is around 35 yards. Though up close it has devastating stopping power, the further away he gets, the less damage it does due to less pellets actually hitting the target.
Combat Knife - Requires Physical Strength (300)
A solid, heavy steel combat knife that Abner wears on the left shoulder strap of his bulletproof vest. It has a blade length of 7 inches, and an overall length of 12 when including the grip. It is a durable weapon, though it sees more utility use than combat use. The weapon hangs with the handle towards the ground, so he can draw it in a fluid downward motion with a great deal of speed. Though it is a remarkably sturdy weapon, Abner sacrifices power for speed and handling ability with this weapon.
Energy Launcher – Requires Ranged Proficiency (600 – Tier 1 Offensive Super)
An attachment on the bottom of his E-11 assault rifle that functions as a high tech grenade launcher. The energy launcher operates independently of the rifle; it is just simply attached directly underneath the barrel. Abner presses a button on the right side of the attachment, and it releases a powerful burst of concentrated energy that can have devastating effects on its target. The energy launcher has significantly less range than the rifle it is on, capable of going only 100 yards. It does not do any form of explosion on impact, it simply dissipates once it connects with its target, leaving the damage done localized. It also takes special energy packs. which limits its use considerably.
Deployable Shield – Requires Area Shield (600 – Tier 1 Defensive Super)
Abner carries several small and thin metallic projectors on his belt. Unfolded, they are only a few inches tall but five feet wide. Folded up, they take up only a few inches of space on his belt, so they are effectively out of the way. When Abner needs to, he throws one of these energy projectors to the ground, and it unfolds in the air. Upon landing on the ground, a translucent, blue tinted energy shield emerges from it. It measures five feet by five feet, and is capable of stopping powerful attacks, but will shatter if it takes too much damage. The deployable energy shields cannot be recharged or reloaded. Once they are deployed they immediately begin to drain their short battery supply, and Abner carries a small amount on him.
Total OM Spent: 8400
[/spoiler]
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You kids love guns.
You're good.
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