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In the Omniverse, 'moves' are shorthand for any technique not in the Powers list. They can also be personal equipment that substitutes for moves, like a gun or sword. They can be weapons, tools, a particular combination of punches, a magic spell … you get the idea.


Move Requirements

The moves you can purchase depend on what Proficiencies and Powers you have. Proficiencies are straightforward in what they allow you to do. For example, the Ranged Proficiency allows me to create ranged attacks like fireballs or a crossbow. All characters must buy at least one of the 'Physical Strength' or 'Ranged Proficiency' proficiencies.

Despite having their own uses, Powers can also work as prerequisites for certain moves. For example, in order to create an attack which propels me up and forwards like a rocket, I'd need Super Jumping. Or to make a move that let me fire a rocket punch where my hand detached, like a mecha, I'd need not just the Ranged Proficiency but also the Survival power. Mods will usually clarify if you post a move and there is a requirement you've missed.

To figure out what proficiencies you'll need to purchase a move, use this quick checklist:

Is it melee-based? If so, you'll need the Physical Strength proficiency.
Does it attack at range? If yes, you'll need the Ranged Proficiency.
Is the target area larger than five feet in diameter? Can it miss and still do damage from 'splash' damage? If yes, you'll need the Area Attack Proficiency.
Is the shield larger than five feet in diameter? If so, you'll need the Area Defense Proficiency.
Can it be manually controlled by the user at range, like an appendage made out of an element? If yes, you'll need the Remote Control Proficiency.
Can it be manifested at range, like a wall of sand or a pillar of flame? If yes, you'll need the Ranged Materialize Proficiency.
Can it home in on an opponent without needing to be aimed? If yes, you'll need the Homing Proficiency.
Can it boost an ally's fighting abilities in some way? If yes, you'll need the Buff Proficiency.
Does it inflict lingering negative 'debuffs' on opponents, for example by slowing speed or interfering with their senses? If yes, you'll need the Debuff Proficiency.

Balancing Moves

As you should know from About the World, everything is balanced in the Omniverse. For moves, this means that the stronger a move is, the greater its drawbacks must be. A move can't be very strong and very fast, unless it has some other drawback like a large energy drain and/or chargeup time.

Positive aspects of a move might be: how much power is behind an attack, or how much damage a shield can withstand, or the length of time an effect lasts, or its speed, or its gigantic range, or its ability to almost always hit a target. Drawbacks of a move might be: its low power, its difficulty to hit with, the long time it takes to charge, the limited number of times it can be used, the fatigue or harm it inflicts on the user, or otherwise. 'Cooldowns' (not being able to use a move for a period of time) are considered a very mild downside and quite 'videogamey' so consider using other types of downsides that are more realistic and have more impact, allowing you to create stronger moves.

Obviously it would be impossible to objectively quantify and balance upsides and downsides for every type of move out there. What we're giving here is a general guideline. Basically, if two moves get compared in power, we're going to say that the one with more downsides is in likelihood the stronger one. And we won't approve very powerful moves if there are no explicit downsides in the description.

Pricing Moves

There are two types of basic moves – 'simple' or 'variable'. A simple move has very little variability in how it is used, or is only a basic extension of an existing ability (such as a sword for a Physical Strength user). Simple moves always cost 300 OM.

Variable moves are defined by their ... well, variability, and cost 600 or more OM. For example, an energy beam which can be charged for greater effect is variable. A sword with a secondary ability to charge up and unleash a super-powerful attack is variable. A gun with multiple modes – shotgun, rapid-fire, flamethrower – is variable. For each additional way an ability can be used, an extra 300 OM is added to the price. As what counts as a 'different use' can be the matter of some debate, the final verdict on this comes down to Omni. For example, we're not going to charge you an extra 300 OM for the ability to wield your sword with both hands or switch to one-handed, unless there's a sufficiently drastic difference in the two modes.

It is important to note that a simple move can have multiple effects; for example, a poison which slows and blinds an enemy is still a simple move. However, if it has two modes – slowing, OR blinding – then it will be variable, and cost 600 OM. Why, then, bother with variable moves when a simple move can have multiple effects? Because of balance, as explained in the section above. A move which does all these things at once must be weaker, or have higher drawbacks. A move which simply does one thing can be stronger at that one thing, with fewer drawbacks. Variable moves are basically like buying multiple simple moves, with the upside that you can gradate – for example, I might have a weapon that can be used instantly, or charged for up to ten seconds, gradually increasing in power up to maximum strength. Otherwise, there's not much difference from buying multiple simple moves or one variable move. The cost is the same either way.

To see more examples of what constitutes the difference between a 300 OM and a 600 OM move and so on, see the examples.

Writing Moves

Before you can purchase any moves, obviously you first need to write them up. You should strive to be as clear as possible about its effects, keeping the above rules about balancing and variability in mind. Don't just say "it's an energy ball". Say "it's a weak energy ball which can be used while moving". Let the reader know what it looks like, so they can write it out accurately. So "it's a weak, purple-hued energy ball which can be fired from the palm of the hand while moving". This is still pretty basic, but hopefully you get the idea. The more detail the better (though we don't necessarily need to know the story of how your character trained under robotic monks for twelve years to learn it; that's for your character history).

Here's an example list of things you should consider when writing a move. If you think one of these things is relevant to the move, and not obvious (we know swords can be used to swing and stab, and we know most guns can be shot while moving) then include the answer as part of your move description. It saves the staff a lot of time unnecessarily asking these same questions, and saves you from having to answer them.

Is it instantaneous, or quick to use? Or is it slow? (Almost instantaneous? A moment? Several seconds? Longer? Be specific.) Required for almost all moves (exclusions include weapons that exist in real-life). Examples: "This move takes a half-second to execute." "This move takes fifteen seconds to charge." "This move is almost instantaneous."
Can the user move around or do other things while using/charging the move, or must they be stationary? Required for all moves except weapons that exist in real-life. Examples: "Can be used while moving at full speed." "Slows the user to half speed while using." "Must be stationary to use." "Can be used while moving, but splits focus, making it harder to aim and use at full strength."
Is it difficult to aim? Must it be aimed at all? Unless otherwise stated, we assume ranged moves are neither easier nor harder to aim than an average projectile of its type, or a thrown object for spells and the like. Not necessary for for melee weapons. Examples: "This move is extremely difficult to hit with past ten metres."
Once activated, how fast does it travel? Required for original attacks and spells, but not for bullets and arrows unless they are different from the assumed speed. Examples: "Moves slowly at about five feet per second." "Moves about as fast as a thrown tennis ball." "Moves as fast as an arrow." "Moves as fast as a bullet."
Does it have a limited range or does it travel until hitting something? Unless otherwise stated, we assume the latter. Examples: "Loses speed and height past ten metres."
Does the user have to keep their focus on the move, or is it 'fire and forget'? Unless the move requires you to keep your focus, we assume it's fire-and-forget. Examples: "The user has to stay focused on channelling the spell and cannot move or attack, otherwise it dissipates instantly."
How powerful is it? We assume that quick moves and/or moves with few downsides have low power, and slow moves and/or moves with large/many downsides have high power. However, it may help clarity to state whether you intend for this to be a weak, strong or moderately-powerful attack. Examples: "This move is fairly weak." "This move is moderately strong." "This move is quite powerful."
Does it have a wide area of effect, or multiple projectiles? Unless otherwise stated, we assume it does not. Example: "After hitting, the fireball explodes with a five-meter diameter."
How big is the weapon? Length is required for all melee weapons, width should be included for axe-heads, greatsword blades or other very large weapons. Examples: "The sword is about two and a half feet long total." "The sword is about five feet long, and a foot in thickness at the base of the blade."
What size/diameter are the projectiles? Required for any projectile, unless it's a simple bullet/arrow. Examples: The spikes are around the length of a hand, and the thickness of a finger." "At one second charged, the fireball is one foot in diameter, but increases to around ten feet by the time it has been charged for ten seconds."
Does it have effects that linger after the user is no longer performing the move? If so, how long do they last? If not included, we assume it does not. Attacks that slow or immobilise the opponents are usually based on the difference between the attacker's ATK and TEC, and the defender's DEF and TEC. Examples: "Immobilises the target for a half-second if the user's ATK/TEC and the target's DEF/TEC are equal. Up to a second if the target's stats are half of the attacker's, and not at all if the defender's stats are double that of the attacker's." "Slows the target hit for ten seconds, during which time they gradually speed back up to normal speed."
What does it look like? How is it performed? How does it feel to get hit with it? These are 'fluff' details, but should be included if not obvious, so that other players may write your character using the move in fights.
Is the move variable, or does it have a fixed method of use? If the move is variable, you should include how, otherwise this is not necessary.

As an example, here I write up a basic fireball move, going down the checklist in order and keeping the description nice and tight without rambling:

"Jimbob takes one second, during which time he can only move at half speed to summon a fist-sized blue fireball in his hand. After releasing, the fireball flies at around the speed of a thrown baseball and slowly loses height and momentum, giving it a maximum range of around twenty metres. It's a bit stronger than a punch.

It's possible to write moves in the Omniverse that aren't attacks, shields or weapons, but instead have crazy effects - but we recommend not making these kinds of advanced concepts unless you're very good at explaining the concept clearly and simply, and at balancing them! Making advanced moves will often take longer to get approved, and may take several attempts to get approved, so we recommend keeping it simple.

Once you've written up your move description and you think it's satisfactory, post it on the Move Approval topic which is always stickied in the Help Desk forum. Include which powers/proficiencies you think it needs and what price you think it merits (either 300 for a simple move or 600/900/1200 etc for variable moves). It's worth looking through moves other people have posted to get an idea for what works and what doesn't. If a mod asks you about an aspect of the move that is unclear, please repost the move with the requested detail included in the revised description. If you haven't joined yet, feel free to simply put your moves in your Joining topic instead and a staff member will approve them there. Once your move has been approved, it can be purchased just like anything else. Do not purchase moves until they have been approved by a staff member.

Additional Writing Notes

Moves must generally have downsides equivalent to their effects. We generally assume that even weak moves cost some fatigue; for example, swinging a sword or blocking with a shield is going to tire you out, that's a given. So, assume that as a move gets stronger, the downsides need to be greater in order to compensate. If your character attacks with six times the strength of a normal punch, they'd better have six times the windup, or leave you winded because of how fatiguing it was. Or a combination of both, where you have three times the windup and feel a bit winded. Get it?

We always prefer descriptions to be as literal as possible. Saying "this lasts a round" is very vague because depending on the writers, post length et cetera, a "round" might be 1 minute or 10 minutes. Therefore, put durations in literal time.

When describing how powerful a move is, try not to use wording like "cuts through skin" or "breaks bones". This is because the actual damage an attack causes will depend not just on the power of the Move, but also your opponent's DEF stat in relation to your ATK. It's best to leave this somewhat vague.

Moves, whether offensive or defensive, may not have benefits against particular elements or character types. For example, an attack which pierces water shields, or a shield super-effective against fire. This is because due to the nature of our site, some characters may solely utilise a particular elements like flame or electricity, whereas others may use several elements, or original elements that exist only in their own fiction. We don't want people to pick characters based on perceived advantages and disadvantages, or characters who use many elements to have an advantage over those who are specialised. Therefore, these elements are to be regarded as "fluff". If you want to give your move fodder by saying it only works against evil characters or mechanical characters, that's your choice, but it won't improve the move's efficacy or give you any special advantage, because it is purely fodder.

It's okay to use stats as a measuring stick to determine a move's effectiveness, (for example, saying that a hypnotic move is more effective when your TEC is higher than your opponent's TEC) but try to make this realistic and gradual, as with the Telepathy power description, rather than an either/or affect. For example, saying that with slightly higher TEC, your opponent may get drowsy, whereas with double their TEC, they can almost be put to sleep entirely. This makes it more fun for the writer as well.

Basic Move Examples

Getting your head around the moves system can be difficult at first. To help you out, here are some examples of what will and won't fly, along with annotations and their prices. If you're looking for some other examples, you can look at other character rosters or check out some examples from the staff.

Buster Sword (requires Physical Strength) – 300 OM
A big sword.
Omni's Note: Always assume your opponent knows nothing about your character. We've not played Final Fantasy VII. Describe the sword.

Buster Sword (requires Physical Strength) – 300 OM
A massive sword, roughly five feet in length and one foot in width. It's not as quick as, say, a katana, but it makes up for that with sheer size and heft.
Omni's Note: Great! It's just a basic weapon that extends upon the Physical Strength proficiency, so its cost is 300 OM. Note that we noted it was not a particularly fast sword; as a result we can assume it to be stronger than those incredibly quick swords.

Red Revolver (requires Ranged Proficiency) – 300 OM
A revolver.
Omni's note: How many bullets does it hold before needing to be reloaded? How fast can it be reloaded? We need the basic information.

Red Revolver (requires Ranged Proficiency) – 300 OM
A rust-red revolver that holds six bullets with a rate of fire of about one bullet per second. It is reloaded one bullet at a time, taking about half a second per bullet. It is powerful but difficult to aim at long distances.
Omni's note: Now that the basic information is in there, it can be approved. Note also that the description describes it as powerful, but difficult to aim at long distances. This is an example of how you can give a move greater strengths for greater downsides. It is important to note that since the power of all attacks are based on your attack stat, this gun isn't going to put massive holes in people like real life, unless there's a large discrepancy between your ATK and your target's DEF.

Kamehameha (requires Ranged Proficiency) – 600 OM
A blue beam of raw destructive energy, fired from the palms of the hands, that can be charged for greater effectiveness.
Omni's note: Okay, so we know it can be charged ... but for how long? Forever? What's the minimum time it takes to fire? Range? Can I get a better description of how big it is, what it actually looks like? GIVE ME DETAILS, MAN!

Kamehameha (requires Ranged Proficiency) – 600 OM
A light blue beam of raw destructive energy, around five feet in diameter, that is fired from the palms of the hands and can be charged for greater effectiveness. It requires the user to be stationary in order to use, though not necessarily on the ground. The minimum time it takes to use is about a second, and the longest it can be charged for is thirty seconds, the results of which can be very powerful. Once fired it travels as fast as an arrow, and will travel until either it hits something, or Goku stops channelling or can no longer sustain it.
Omni's note: Since this attack can be charged up, it is a variable move and costs 600 OM. Note that five feet in diameter is roughly the limit for beams without the Area Attack Proficiency. If the player later purchased Area Attack Proficiency, he could add it to the move as explained below, for a more authentic version that increases in diameter the longer it is charged.

Super Moves

If you read the Character Progression page before this (you should've) then you'll know that levels increase your maximum SP, and you will have heard the term 'Super Move'. As their name suggests, Super Moves are more powerful than normal moves – they're what you pull out when you want to finish a fight. But unlike normal moves, they require SP, putting a hard limit on the number of times they can be used in a single fight or storyline.

Unlike regular moves, Super Moves have fixed purchase prices dependent on their tier of power. They are divided into three types - Attack, Defense, and Utility, and may only be categorized as one type. Super Attacks are always attacks, and in real fights may only ever be used at the end of a post. Super Defenses block or dodge, and are best used to defend against Super Attacks.

Super Utilities are for special cases that do not fall into either of the above categories. If they target players or debilitate them directly, they follow the same usage rules as Super Attacks: this allows for Super Defenses to be used to block them. Or they may be used at any point during a post if it doesn't directly attack anyone. Most Super Utilities are fairly precedent-setting and so will often need to be looked over by Omni or a higher-up staffer. The full rules for using Super Moves in fights can be read in Fighting and Competitions rules.

All Super Moves come in three Tiers of strength, which cost 1, 2 and 3 SP to use, respectively. Just like Transformations and Assists, each tier is unlocked for purchase at a specific level.

Tier 1 Super Move – 1 SP – 600 OM (available to purchase immediately)
Tier 2 Super Move – 2 SP – 800 OM (unlocked at level 4)
Tier 3 Super Move – 3 SP – 1000 OM (unlocked at level 8)

If you wish, you may have multiple versions of the same move, for example a basic version, a Tier 1 Super Move version, a Tier 2 version and so on, but these must be purchased separately. Super Attacks and Defenses may be written to have downsides such as a charge time or self-damage, but this doesn't affect the attack much (being moreso for fodder), with power being determined almost entirely by Tier/SP cost. In a similar vein, Stats will boost the Super Move somewhat, but largely power will be determined by the Tier and SP cost.

Take note that Super Attacks don't let you create a destructive attack of any size for any number of SP. As a guideline, a Tier 1 Super Attack should be no wider than 30 metres at its widest point, increasing to 60 and 90 respectively at Tiers 2 and 3. This is in regards to beams, destructive spheres etc - if your character is 100 metres tall and does a belly flop, that's different. This limit also does not necessarily apply to more "non-destructive" effects such as gale-force winds, utility effects etcetera. We just don't want level 1 characters levelling city blocks.

If you're looking for some examples, you can look at other character rosters or check out some examples from the staff.

Improving Moves

Say you bought a move and now you want to improve it. Is it possible?

Yes, in two circumstances. Firstly, if you're increasing the cost of the move; for example, to make a beam attack more versatile by adding an ability to charge it up for increased damage. This would increase the cost of the move from 300 to 600 OM. Just get the new version approved in the Move Approval topic and then pay for the difference in price in your Purchases topic. This also counts for getting a regular move upgraded to a Super Move, though you might want to have both regular and super versions.

Secondly, if you are adding something to the move that you could not have added when you first purchased it due to not having the power or proficiency. For example, if you purchased the Homing Proficiency some time after you first bought the move, and you now want to make your ordinary missile a homing missile, you can do that. However, you cannot ever take away additions unless you sell the move (which only refunds half of the spent OM). Just get the new version of the move approved, then post on your Purchases page saying that you are upgrading the move (if the price hasn't changed, just put the OM cost as 0).

Here are four examples of the 'same' move, with increasing prices each time and notes to show the key differences:

Fouet ('Whisk') (requires Physical Strength) – 300 OM
A staple of Sanji's martial arts cuisine, Fouet entails Sanji spinning at high speed, either one one leg, on his hands, or midair. While in this state, Sanji can move along the ground like a spinning top before abruptly stopping to deliver a single, extremely powerful kick. When the latter is performed overhead, it is named the 'Concasse' for the crushing effect it has on the victim's skull.
Omni's Note: This move has one basic use: the character spins, then stops, delivering a powerful kick. Though it can be performed mid-air, and with different stances, it is essentially the same effect. This gives the move a basic price of 300 OM.

Fouet ('Whisk') (requires Physical Strength, Area Defense Proficiency) – 300 OM
A staple of Sanji's martial arts cuisine, Fouet entails Sanji spinning at high speed, either one one leg, on his hands, or midair. While in this state, Sanji can move along the ground like a spinning top, which deflects weaker projectiles. Sanji can then use the centrifugal force to deliver a single, extremely powerful kick. When the latter is performed overhead, it is named the 'Concasse' for the crushing effect it has on the victim's skull.
Omni's Note: While this move now has an additional effect, it is not a different mode or use of the move; it is simply an additional effect that is always active. As such, the cost does not increase. All you would need to do in order to add this effect is to purchase the Area Defense Proficiency and then post this updated version to the Move Approval Topic asking that you wish to upgrade it now that you have the new proficiency.

Fouet ('Whisk') (requires Physical Strength, Area Defense Proficiency, Area Attack Proficiency) – 600 OM
A staple of Sanji's martial arts cuisine, Fouet entails Sanji spinning at high speed, either one one leg, on his hands, or midair. While in this state, Sanji can move along the ground like a spinning top, which deflects weaker projectiles. Sanji can either maintain this move as he kicks, to deliver a continual spinning kick attack around himself, or can abruptly stop, using the centrifugal force to deliver a single, extremely powerful kick. When the latter is performed overhead, it is named the 'Concasse' for the crushing effect it has on the victim's skull.
Omni's Note: The move can now be performed in two different ways, and thus has the increased cost of 600 OM.

Fouet ('Whisk') (requires Physical Strength, Area Defense Proficiency, Area Attack Proficiency) – 900 OM
A staple of Sanji's martial arts cuisine, Fouet entails Sanji spinning at high speed, either one one leg, on his hands, or midair. While in this state, Sanji can move along the ground like a spinning top, which deflects weaker projectiles. Sanji can either maintain this move as he kicks, to deliver a continual spinning kick attack around himself, or can abruptly stop, using the centrifugal force to deliver a single, extremely powerful kick. When the latter is performed overhead, it is named the 'Concasse' for the crushing effect it has on the victim's skull. A final use of this ability is to bore downwards towards the point of spinning like a drill.
Omni's Note: The move can now be performed in three different ways. As such it has been priced at 900 OM.


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