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Official Move Approval IV

The Waltzing Enigma

Tier 1 Assist - 1000 OM

Tearen takes three seconds to imbue his halberd with telekinetic force and a rudimentary intelligence, allowing to move and attack on its own. Enigma floats through the air and responds to mental commands from Tearen, so using this technique puts a strain on his physical and mental endurance. Though Enigma does can move freely while animated, it is not particularly graceful, so its attacks tend to be clumsy and heavy. Still, Tearen can make great use of Enigma by flanking his opponents and keeping them on guard against two physical attackers.

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

Reciprocating Maelstrom (Requires Physical Proficiency, Ranged Proficiency, Homing Proficiency, Telekinesis, Burst Movement) - 600 OM

Tearen takes a moment to hastily distance himself from his opponent before spinning around once, flinging Enigma at the enemy. The Halberd moves at about the same speed as a fast sprinter, and spins at high speed as it closes in. Though the force behind it is not great, the speed of the cyclical strikes is often enough to harry even the most skilled of defenders. After striking the opponent five times (even if the attacks are blocked), Enigma stops its rotation and flies back to Tearen’s hands.

Tearen can move while the halberd is airborne, and can fling the weapon in such a way that its rotation is either vertical or horizontal. He cannot, however, use his telekinesis for any other purpose during this attack, though overall this move is not terribly draining to use. Its primary purpose is to distract and intimidate.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued

Chaos Energy Charge - Hands  (600, Physical Strength, Ranged Prof.) 
------------------
Chaos Energy Charge - Hands is a technique that takes Warren about six seconds to execute. There are two ways that he can use this attack because of it's nature. One of these ways is the aforementioned Physical Strength version that involves him performing martial arts moves or punches with his hands at his opponent, but his hands are covered in chaos energy. As a result of this, this does a fair amount of damage per hit and can perform seven hits. However, when he is using this move he cannot use any other moves that require the use of his hands unless he first deactivates this move, in which case he must charge it all over again. The second variant of Chaos Energy Charge - Hands is one that is more suited to ranged combat than anything else, and shoots a thin 2 by 2 foot beam of energy out of the palms of his hands. The beam is colored golden and is as fast as an arrow. This takes the same amount of time, seven seconds to charge up.  However the move of the blast does a fair amount of damage per blast, and he can fire seven blasts at a time at his opponent. One blast or one hand related attack can be done every second. 

M16 Assault Rifle (requires Ranged Proficiency) – 300 OM
--------------

A fully automatic weapon which can be used while moving. It fires two bullets per second. It has a magazine size of 20 bullets and takes only a second to change out the clip. Warren Zimmer can carry up to twelve magazines on his person - he can replenish these when he has enough time to summon more between fights. Warren Zimmer stores this on his back, so it can be grabbed on the fly. It's fairly accurate, but the bullets themselves do little damage.

Chaos Burst - 600 OM, Ranged Proficiency.
------------

A dark purple beam of raw destructive energy, around three 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 Warren Zimmer stops channelling or can no longer sustain it.

Shield Charm (600) Requirements- Area Shield Proficiency, Ranged Materialize

Harry's primary means of active defense. Harry knows this spell so well that he uses it non-verbally and almost instinctual; it takes him less than a second to activate it, though he must be holding his wand. Harry creates an invisible shield of magical force about three feet in diameter directly in front of the wand. This shield is roughly the shape of a half sphere. This invisible shield stops or slows any force from its front side. He can maintain this shield for up to two rounds at a time, and can use it an unlimited number of times per day. Sufficient or repeated force can break the shield charm.

The alternative use of this spell is to cast it on any space or person within thirty feet of Harry, and shield that person or space instead.

Harry can only have one shield charm active at a time, and cannot cast any other spells while actively maintaining a shield charm.
[Image: rsz_favimcom_art_eyes_glasses_harry_660199.jpg]

(03-31-2017, 08:31 AM)Tearen Wover Wrote: The Waltzing Enigma

Tier 1 Assist - 1000 OM

Tearen takes three seconds to imbue his halberd with telekinetic force and a rudimentary intelligence, allowing to move and attack on its own. Enigma floats through the air and responds to mental commands from Tearen, so using this technique puts a strain on his physical and mental endurance. Though Enigma does can move freely while animated, it is not particularly graceful, so its attacks tend to be clumsy and heavy. Still, Tearen can make great use of Enigma by flanking his opponents and keeping them on guard against two physical attackers.

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

Reciprocating Maelstrom (Requires Physical Proficiency, Ranged Proficiency, Homing Proficiency, Telekinesis, Burst Movement) - 600 OM

Tearen takes a moment to hastily distance himself from his opponent before spinning around once, flinging Enigma at the enemy. The Halberd moves at about the same speed as a fast sprinter, and spins at high speed as it closes in. Though the force behind it is not great, the speed of the cyclical strikes is often enough to harry even the most skilled of defenders. After striking the opponent five times (even if the attacks are blocked), Enigma stops its rotation and flies back to Tearen’s hands.

Tearen can move while the halberd is airborne, and can fling the weapon in such a way that its rotation is either vertical or horizontal. He cannot, however, use his telekinesis for any other purpose during this attack, though overall this move is not terribly draining to use. Its primary purpose is to distract and intimidate.

Assist is good to go.

Maelstrom: We’ll need to list some kind of range here; we can use the maximum of your level of Telekinesis or you can do somewhat less if you’d prefer, which would add a little more oomph. Does this require Tearen to concentrate or is it independent upon being flung?

(03-31-2017, 09:28 AM)Warren Zimmer Wrote: Chaos Energy Charge - Hands  (600, Physical Strength, Ranged Prof.) 
------------------
Chaos Energy Charge - Hands is a technique that takes Warren about six seconds to execute. There are two ways that he can use this attack because of it's nature. One of these ways is the aforementioned Physical Strength version that involves him performing martial arts moves or punches with his hands at his opponent, but his hands are covered in chaos energy. As a result of this, this does a fair amount of damage per hit and can perform seven hits. However, when he is using this move he cannot use any other moves that require the use of his hands unless he first deactivates this move, in which case he must charge it all over again. The second variant of Chaos Energy Charge - Hands is one that is more suited to ranged combat than anything else, and shoots a thin 2 by 2 foot beam of energy out of the palms of his hands. The beam is colored golden and is as fast as an arrow. This takes the same amount of time, seven seconds to charge up.  However the move of the blast does a fair amount of damage per blast, and he can fire seven blasts at a time at his opponent. One blast or one hand related attack can be done every second. 

M16 Assault Rifle (requires Ranged Proficiency) – 300 OM
--------------

A fully automatic weapon which can be used while moving. It fires two bullets per second. It has a magazine size of 20 bullets and takes only a second to change out the clip. Warren Zimmer can carry up to twelve magazines on his person - he can replenish these when he has enough time to summon more between fights. Warren Zimmer stores this on his back, so it can be grabbed on the fly. It's fairly accurate, but the bullets themselves do little damage.

Chaos Burst - 600 OM, Ranged Proficiency.
------------

A dark purple beam of raw destructive energy, around three 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 Warren Zimmer stops channelling or can no longer sustain it.

Chaos Charge: Does either form require concentration? How draining is each variant on his stamina? Does the melee version wear off with time if he doesn’t hit anyone or does it stay until used? Can the beam be used while moving and/or can it be reaimed? What’s the effective range on the beam? You said the beam has the same charge as the melee but you listed two different numbers; please clarify that. Can the beam be used with other moves? If you can fire up to 7 beams in a single use you’re going to need to pay an extra 300 and list for the charge time and such differs for such a change.

Rifle and Burst are both template moves from the rules so they’re fine.

(03-31-2017, 02:08 PM)Harry Potter Wrote: Shield Charm (600) Requirements- Area Shield Proficiency, Ranged Materialize

Harry's primary means of active defense. Harry knows this spell so well that he uses it non-verbally and almost instinctual; it takes him less than a second to activate it, though he must be holding his wand. Harry creates an invisible shield of magical force about three feet in diameter directly in front of the wand. This shield is roughly the shape of a half sphere. This invisible shield stops or slows any force from its front side. He can maintain this shield for up to two rounds at a time, and can use it an unlimited number of times per day. Sufficient or repeated force can break the shield charm.

The alternative use of this spell is to cast it on any space or person within thirty feet of Harry, and shield that person or space instead.

Harry can only have one shield charm active at a time, and cannot cast any other spells while actively maintaining a shield charm.

Can you give a bit more of a descriptor for how durable this is? Just the word ‘sufficient’ is pretty vague. Does the shield follow Harry/his target or is it stationary? How draining is it on his stamina/magic/willpower to cast? For the duration you’ll need to list a time since two rounds in a fight can be as long or as short as the writer decides.
Daniel Wrote:gonna milk the shit out of those milkies

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

Alex Wrote:clowns don't have marriage rights


Shield Charm (600) Requirements- Area Shield Proficiency, Ranged Materialize

Harry's primary means of active defense. Harry knows this spell so well that he uses it non-verbally and almost instinctual; it takes him less than a second to activate it, though he must be holding his wand. Harry creates an invisible shield of magical force about three feet in diameter directly in front of the wand. This shield is roughly the shape of a half sphere. This invisible shield stops or slows any force from its front side. He can maintain this shield for up to 5 seconds at a time, and can use it an unlimited number of times per day. This spell is not very draining when using the spell for a second or two, but does require some magical energy. Harry may not be able to cast this spell if he has cast too many spells recently. This shield might not be strong enough to deflect all attacks. Harry's DEF is 3; this spell negates up to 3 points of attack. So, a character with 4 attack who shoots a gun at the shield would do damage to Harry as though they had 1 ATK.

This shield is stationary once cast.

The alternative use of this spell is to cast it on any space or person within thirty feet of Harry, and shield that person or space instead.

Harry can only have one shield charm active at a time, and cannot cast any other spells while actively maintaining a shield charm.
[Image: rsz_favimcom_art_eyes_glasses_harry_660199.jpg]

Chaos Energy Charge - Hands  (600, Physical Strength, Ranged Prof.) 
------------------
Chaos Energy Charge - Hands is a technique that takes Warren about six seconds to execute. There are two ways that he can use this attack because of it's nature. One of these ways is the aforementioned Physical Strength version that involves him performing martial arts moves or punches with his hands at his opponent, but his hands are covered in chaos energy. Both forms take seven seconds for him to charge up. Both forms do medium damage. They are as taxing as a mild work out, don't require concentration for him to use and can be used while moving. The beam can be re-aimed at an opponent.  This travels at the speed of an arrow in the ranged form. 

Is it better now, Mark?

(03-17-2017, 03:43 AM)Nova Terra Wrote: C20-A Canister Rifle (Ranged Proficiency) - 600 OM
A canister rifle designed by the Terran Dominion. The rifle is most often used by Ghost-operatives thanks to its high versatility and adaptability into any situation.

C20-A uses a matter-energy conversion technology, meaning that instead of being loaded with live ammunition, the magazine is a battery loaded with energy. 
This energy is then used to generate the ammunition, based on the selected mode of the weapon.

The swap between modes is done through a simple switch, much like a firing mode would be selected in a modern gun. 
The switch also affects the scope seated atop the rifle, changing the zoom levels automatically upon swap, to fit the selected mode.

Nova carries one magazine around with her at all times, which is loaded into her gun. 
As different modes of the C20-A consume differing amounts of energy, the number of shots available differs for each mode.

After consuming a “magazine size” worth of energy, the battery overheats and must be briefly removed from its socket to release the excess heat, before being reinserted. 
This process takes approximately 3 seconds and can be done whilst moving. 
A battery has three “magazines” worth of energy inside of it after which it is completely spent and has to be recharged.

Once the energy within the magazine is spent, it takes a minute for Nova to recharge the magazine with three full charges, at a rate of 20 seconds per charge.  
Nova is capable of moving at a walking pace whilst charging the magazine. Single bullets can be conjured on the run in ten seconds, straight into the firing chamber of the weapon.

Other moves can be used with both of the weapon's modes, as long as they would be realistically usable. For example, firing two different sniper rifles at once, each in one hand, is impossible. However, something like freeing one hand for a moment to throw a grenade in between firing, is completely possible. Nova's telepathic and telekinetic abilities are also available to her while using the C20-A, since they don't require her the usage of her hands.

General Data
Weight: 6 kilograms without clip, 9 kilograms fully loaded
Magazine size: Varies based on mode.
Magazine conjuration time: A minute for full set of three magazines. Single bullets can be conjured on the run in ten seconds.
Reload: 3 seconds.

Assault Rifle
Magazine size: 24
Effective range: 500 meters
Rate of fire: 2 shots per second
Projectile travel speed: 945 m/s

The assault rifle mode fires gauss rounds, which can be thought of as hypersonic metal "spikes". 
Unlike the sniper-mode, the assault-mode can be hipfired without risk of injuring the user, but the accuracy takes a significant hit. 
The weapon benefits the most from taking advantage of the scope for quick aimed-down-sights fire.
As with real assault rifles, one is capable of firing with them, alas, the faster the movement, the more it impacts one's accuracy.
While the singular rounds aren't very damaging, their strength comes in the sheer numbers fired.


Sniper
Magazine size: 10
Effective range: 2 kilometers
Maximum rate of fire: 1 shot per 3 seconds
Projectile travel speed: 900 m/s

The sniper-mode has a recoil equal to a modern high caliber sniper rifle. As such, the rifle benefits greatly from a stable pose, such as being crouched or prone. 
While standing, the kickback is enough to force even an experienced soldier to take a step back. 
Obviously, the poses also affect one’s accuracy, reducing the sway of the weapon to a minimum. (Examples provided at the bottom.)
The rounds pack a heavy punch, the caliber size as well as the force used to launch it making even a singular shot potentially disastrous.

Hipfire with the sniper-mode is unwise. Without the resistance for recoil provided by one’s shoulder the weapon is likely to injure its user, as well as simply kick itself out of the user’s hands.

When she is using the high power zoom scope to aim, Nova is incapable of moving, her concentration directed to maintaining the stability of the weapon as well as potentially leading the target, and other such actions.

Examples of poses
Standing  
Crouched 
Prone

Aaaand new bits again, bolded. Thanks Mark-senpai.
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!

(03-31-2017, 04:24 PM)Harry Potter Wrote: Shield Charm (600) Requirements- Area Shield Proficiency, Ranged Materialize

Harry's primary means of active defense. Harry knows this spell so well that he uses it non-verbally and almost instinctual; it takes him less than a second to activate it, though he must be holding his wand. Harry creates an invisible shield of magical force about three feet in diameter directly in front of the wand. This shield is roughly the shape of a half sphere. This invisible shield stops or slows any force from its front side. He can maintain this shield for up to 5 seconds at a time, and can use it an unlimited number of times per day. This spell is not very draining when using the spell for a second or two, but does require some magical energy. Harry may not be able to cast this spell if he has cast too many spells recently. This shield might not be strong enough to deflect all attacks. Harry's DEF is 3; this spell negates up to 3 points of attack. So, a character with 4 attack who shoots a gun at the shield would do damage to Harry as though they had 1 ATK.

This shield is stationary once cast.

The alternative use of this spell is to cast it on any space or person within thirty feet of Harry, and shield that person or space instead.

Harry can only have one shield charm active at a time, and cannot cast any other spells while actively maintaining a shield charm.

So, instead of having a set durability it essentially nerfs damage coming through it for the duration of the effect? That's doable, but overall I think you're going to have to balance this a little better. A barrier that can be instantly cast for not much energy and more than halve the damage of most characters' attacks coming through is pretty strong. If you'd like you can leave in the current relatively small 'maintenance' drain and then add in something like "the stronger the attack that hits the barrier, the more severe the drain becomes". Otherwise, I'm happy to look over any other kind of change you feel is fair additionally/instead. Also, I forgot to mention this earlier but you technically don't need Area Shield for a shield three feet across; anything more than 3 is what that's for. You can take that prereq out or make it slightly larger if you'd like, keeping in mind that a larger barrier will need larger downsides, etc.

(03-31-2017, 05:53 PM)Warren Zimmer Wrote: Chaos Energy Charge - Hands  (600, Physical Strength, Ranged Prof.) 
------------------
Chaos Energy Charge - Hands is a technique that takes Warren about six seconds to execute. There are two ways that he can use this attack because of it's nature. One of these ways is the aforementioned Physical Strength version that involves him performing martial arts moves or punches with his hands at his opponent, but his hands are covered in chaos energy. Both forms take seven seconds for him to charge up. Both forms do medium damage. They are as taxing as a mild work out, don't require concentration for him to use and can be used while moving. The beam can be re-aimed at an opponent.  This travels at the speed of an arrow in the ranged form. 

Is it better now, Mark?

When you added in the stuff I asked about, you deleted a huge chunk of the move that contained other necessary details. Please go back over the two versions you have and combine them so that all of the points are hit.

(04-01-2017, 04:28 PM)Nova Terra Wrote:
(03-17-2017, 03:43 AM)Nova Terra Wrote: C20-A Canister Rifle (Ranged Proficiency) - 600 OM
A canister rifle designed by the Terran Dominion. The rifle is most often used by Ghost-operatives thanks to its high versatility and adaptability into any situation.

C20-A uses a matter-energy conversion technology, meaning that instead of being loaded with live ammunition, the magazine is a battery loaded with energy. 
This energy is then used to generate the ammunition, based on the selected mode of the weapon.

The swap between modes is done through a simple switch, much like a firing mode would be selected in a modern gun. 
The switch also affects the scope seated atop the rifle, changing the zoom levels automatically upon swap, to fit the selected mode.

Nova carries one magazine around with her at all times, which is loaded into her gun. 
As different modes of the C20-A consume differing amounts of energy, the number of shots available differs for each mode.

After consuming a “magazine size” worth of energy, the battery overheats and must be briefly removed from its socket to release the excess heat, before being reinserted. 
This process takes approximately 3 seconds and can be done whilst moving. 
A battery has three “magazines” worth of energy inside of it after which it is completely spent and has to be recharged.

Once the energy within the magazine is spent, it takes a minute for Nova to recharge the magazine with three full charges, at a rate of 20 seconds per charge.  
Nova is capable of moving at a walking pace whilst charging the magazine. Single bullets can be conjured on the run in ten seconds, straight into the firing chamber of the weapon.

Other moves can be used with both of the weapon's modes, as long as they would be realistically usable. For example, firing two different sniper rifles at once, each in one hand, is impossible. However, something like freeing one hand for a moment to throw a grenade in between firing, is completely possible. Nova's telepathic and telekinetic abilities are also available to her while using the C20-A, since they don't require her the usage of her hands.

General Data
Weight: 6 kilograms without clip, 9 kilograms fully loaded
Magazine size: Varies based on mode.
Magazine conjuration time: A minute for full set of three magazines. Single bullets can be conjured on the run in ten seconds.
Reload: 3 seconds.

Assault Rifle
Magazine size: 24
Effective range: 500 meters
Rate of fire: 2 shots per second
Projectile travel speed: 945 m/s

The assault rifle mode fires gauss rounds, which can be thought of as hypersonic metal "spikes". 
Unlike the sniper-mode, the assault-mode can be hipfired without risk of injuring the user, but the accuracy takes a significant hit. 
The weapon benefits the most from taking advantage of the scope for quick aimed-down-sights fire.
As with real assault rifles, one is capable of firing with them, alas, the faster the movement, the more it impacts one's accuracy.
While the singular rounds aren't very damaging, their strength comes in the sheer numbers fired.


Sniper
Magazine size: 10
Effective range: 2 kilometers
Maximum rate of fire: 1 shot per 3 seconds
Projectile travel speed: 900 m/s

The sniper-mode has a recoil equal to a modern high caliber sniper rifle. As such, the rifle benefits greatly from a stable pose, such as being crouched or prone. 
While standing, the kickback is enough to force even an experienced soldier to take a step back. 
Obviously, the poses also affect one’s accuracy, reducing the sway of the weapon to a minimum. (Examples provided at the bottom.)
The rounds pack a heavy punch, the caliber size as well as the force used to launch it making even a singular shot potentially disastrous.

Hipfire with the sniper-mode is unwise. Without the resistance for recoil provided by one’s shoulder the weapon is likely to injure its user, as well as simply kick itself out of the user’s hands.

When she is using the high power zoom scope to aim, Nova is incapable of moving, her concentration directed to maintaining the stability of the weapon as well as potentially leading the target, and other such actions.

Examples of poses
Standing  
Crouched 
Prone

Aaaand new bits again, bolded. Thanks Mark-senpai.

Beautiful. Approved.
Daniel Wrote:gonna milk the shit out of those milkies

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

Alex Wrote:clowns don't have marriage rights


Chaos Energy Charge - Hands is a technique that takes Warren about six seconds to execute. There are two ways that he can use this attack because of it's nature. One of these ways is the aforementioned Physical Strength version that involves him performing martial arts moves or punches with his hands at his opponent, but his hands are covered in chaos energy. However, when he is using this move he cannot use any other moves that require the use of his hands unless he first deactivates this move, in which case he must charge it all over again. The second variant of Chaos Energy Charge - Hands is one that is more suited to ranged combat than anything else, and shoots a thin 2 by 2 foot beam of energy out of the palms of his hands. The beam is colored golden and is as fast as an arrow. Both of these do fair damage. They require a seven second of being charged up. In addition to that, they require the use of both hands typically so he cannot use his hands when he is using this move at all. As a result, any techniques that require his hands would cancel this move when activated, including weapon moves. There's also another limit to this technique. It cannot be employed within 20 seconds of any other beam or energy based move in his arsenal.

Zero Laser – Tier 2 Super Attack – 800 OM (requires Ranged, Area Attack Proficiency)
Powering up, the barrel of Samus's arm cannon radiates a halo of metal that expands outwards and glows with blue light. After a few seconds her arm cannon expels a gigantic beam of energy about fifteen feet in diameter that moves about as fast as a fastball. The beam will envelop anything in its path and inflict massive damage. It's especially good against cornered targets. Samus cannot move while using it, and is left unable to move for several seconds afterward.
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!

300 OM, Physical Proficiency, Ranged Proficiency-


Desert Eagle Mark XIX .50 AE
Magazine Size: 7 per round
Effective Range: 200 meters
Rate of Fire: 20 - 30 rpm or 1 shot per second


This gun is a gas gun that is self-loading. Blair requires both hands on the gun to use it. As the gun is being used, it takes a few seconds to load it and then shoot it. This gun has Great fire accuracy and long range of effective fire. The drawback to the gun is that has high recoil and not good in night time.




300 OM Physical Proficiency, Ranged Proficiency - -LAR Grizzly Mark 1 .45 Win Mag.-

LAR Grizzly Mark 1
Magazine Size: 7 per round
Effective Range: 200 meters
Rate of Fire: 20 - 30 rpm or 1 shot per second

The most powerful gun ever created, but it has a high recoil. Its speed is useable but the recoil can be dangerous at times and creates a large “BOOM!” in Blair's hand.
[Image: marcus%20wright%20sig.png]

[Image: ytLTikp.png?1]

(04-04-2017, 03:39 PM)Warren Zimmer Wrote: Chaos Energy Charge - Hands is a technique that takes Warren about six seconds to execute. There are two ways that he can use this attack because of it's nature. One of these ways is the aforementioned Physical Strength version that involves him performing martial arts moves or punches with his hands at his opponent, but his hands are covered in chaos energy. However, when he is using this move he cannot use any other moves that require the use of his hands unless he first deactivates this move, in which case he must charge it all over again. The second variant of Chaos Energy Charge - Hands is one that is more suited to ranged combat than anything else, and shoots a thin 2 by 2 foot beam of energy out of the palms of his hands. The beam is colored golden and is as fast as an arrow. Both of these do fair damage. They require a seven second of being charged up. In addition to that, they require the use of both hands typically so he cannot use his hands when he is using this move at all. As a result, any techniques that require his hands would cancel this move when activated, including weapon moves. There's also another limit to this technique. It cannot be employed within 20 seconds of any other beam or energy based move in his arsenal.

Still missing the bolded parts below:

Mark Wrote:Chaos Charge: Does either form require concentration? How draining is each variant on his stamina? Does the melee version wear off with time if he doesn’t hit anyone or does it stay until used? Can the beam be used while moving and/or can it be reaimed? What’s the effective range on the beam? You said the beam has the same charge as the melee but you listed two different numbers; please clarify that. Can the beam be used with other moves? If you can fire up to 7 beams in a single use you’re going to need to pay an extra 300 and list for the charge time and such differs for such a change.



(04-06-2017, 04:31 PM)Omni Wrote: Zero Laser – Tier 2 Super Attack – 800 OM (requires Ranged, Area Attack Proficiency)
Powering up, the barrel of Samus's arm cannon radiates a halo of metal that expands outwards and glows with blue light. After a few seconds her arm cannon expels a gigantic beam of energy about fifteen feet in diameter that moves about as fast as a fastball. The beam will envelop anything in its path and inflict massive damage. It's especially good against cornered targets. Samus cannot move while using it, and is left unable to move for several seconds afterward.

Good to go, bossman.

(04-06-2017, 07:08 PM)Marcus Wright Wrote: 300 OM, Physical Proficiency, Ranged Proficiency-


Desert Eagle Mark XIX .50 AE
Magazine Size: 7 per round
Effective Range: 200 meters
Rate of Fire: 20 - 30 rpm or 1 shot per second


This gun is a gas gun that is self-loading. Blair requires both hands on the gun to use it. As the gun is being used, it takes a few seconds to load it and then shoot it.  This gun has Great fire accuracy and long range of effective fire. The drawback to the gun is that has high recoil and not good in night time.


300 OM Physical Proficiency, Ranged Proficiency - -LAR Grizzly Mark 1 .45 Win Mag.-

LAR Grizzly Mark 1
Magazine Size: 7 per round
Effective Range: 200 meters
Rate of Fire: 20 - 30 rpm or 1 shot per second

The most powerful gun ever created, but it has a high recoil. Its speed is useable but the recoil can be dangerous at times and creates a large “BOOM!” in Blair's hand.

Desert Eagle: How damaging is this, roughly?

Grizzly: Can this be used with other moves or does the recoil make that impossible? How long does this take to reload?

For both: How fast does each variety of projectile move? How many clips of ammo does she keep on her for each at one time, and can more be summoned in combat? If so, please state how long the process of summoning more takes.
Daniel Wrote:gonna milk the shit out of those milkies

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

Alex Wrote:clowns don't have marriage rights


Chaos Energy Charge Hands - 600 (Physical Strength, Ranged Prof.) 

There are two ways that he can use this attack because of it's nature. One of these ways is the aforementioned Physical Strength version that involves him performing martial arts moves or punches with his hands at his opponent, but his hands are covered in chaos energy. However, when he is using this move he cannot use any other moves that require the use of his hands unless he first deactivates this move, in which case he must charge it all over again. The second variant of Chaos Energy Charge - Hands is one that is more suited to ranged combat than anything else, and shoots a thin 2 by 2 foot beam of energy out of the palms of his hands.

The beam is colored golden and is as fast as an arrow. Both of these do fair damage. They require a seven second of being charged up. In addition to that, they require the use of both hands typically so he cannot use his hands when he is using this move at all. As a result, any techniques that require his hands would cancel this move when activated, including weapon moves. There's also another limit to this technique. It cannot be employed within 20 seconds of any other beam or energy based move in his arsenal. These both only have a single shot that can be used by Warren. The beam attacks can be used with any moves that don't require the use of the hands. The beam can be re-aimed. It can be used while moving. The melee version of the move wears off when he hits someone, or automatically after 7 seconds. The move's ranged form has a beam range of 50 feet from him.

3300 OM, Physical Proficiency, Ranged Proficiency-


Desert Eagle Mark XIX .50 AE
Magazine Size: 7 per round
Effective Range: 200 meters
Rate of Fire:267 RPM or 1 shot per second
Projectile Travel Speed:1,500 ft/s,
Reload time: 2.2 Seconds
Summoning more magazines- Minute

This gun is a gas gun that is self-loading. Blair requires both hands on the gun to use it. As the gun is being used, it takes a few seconds to load it and then shoot it. This gun has Great fire accuracy and long range of effective fire. The drawback to the gun is that has high recoil and not good in night time. This gun can shoot through walls, where other pistols cannot







300 OM Physical Proficiency, Ranged Proficiency - -LAR Grizzly Mark 1 .45 Win Mag.-

LAR Grizzly Mark 1
Magazine Size: 7 per round
Effective Range: 200 meters
Rate of Fire: 20 - 30 rpm or 1 shot per second
Projectile Travel Speed: 1,400 feet per second
Reload- 2.2 seconds
Summoning more magazines: minute
The most powerful gun ever created, but it has a high recoil. Its speed is useable but the recoil can be dangerous at times and creates a large “BOOM!” in the user's hand.

(Hope this is better, Mark)
[Image: marcus%20wright%20sig.png]

[Image: ytLTikp.png?1]

(04-06-2017, 08:18 PM)Warren Zimmer Wrote:
Chaos Energy Charge Hands - 600 (Physical Strength, Ranged Prof.) 

There are two ways that he can use this attack because of it's nature. One of these ways is the aforementioned Physical Strength version that involves him performing martial arts moves or punches with his hands at his opponent, but his hands are covered in chaos energy. However, when he is using this move he cannot use any other moves that require the use of his hands unless he first deactivates this move, in which case he must charge it all over again. The second variant of Chaos Energy Charge - Hands is one that is more suited to ranged combat than anything else, and shoots a thin 2 by 2 foot beam of energy out of the palms of his hands.

The beam is colored golden and is as fast as an arrow. Both of these do fair damage. They require a seven second of being charged up. In addition to that, they require the use of both hands typically so he cannot use his hands when he is using this move at all. As a result, any techniques that require his hands would cancel this move when activated, including weapon moves. There's also another limit to this technique. It cannot be employed within 20 seconds of any other beam or energy based move in his arsenal. These both only have a single shot that can be used by Warren. The beam attacks can be used with any moves that don't require the use of the hands. The beam can be re-aimed. It can be used while moving. The melee version of the move wears off when he hits someone, or automatically after 7 seconds. The move's ranged form has a beam range of 50 feet from him.

You still need to address whether either form requires concentration and how draining each variant is on his stamina.

(04-06-2017, 08:47 PM)Marcus Wright Wrote: 3300 OM, Physical Proficiency, Ranged Proficiency-


Desert Eagle Mark XIX .50 AE
Magazine Size: 7 per round
Effective Range: 200 meters
Rate of Fire:267 RPM or 1 shot per second
Projectile Travel Speed:1,500 ft/s,
Reload time: 2.2 Seconds
Summoning more magazines- Minute

This gun is a gas gun that is self-loading. Blair requires both hands on the gun to use it. As the gun is being used, it takes a few seconds to load it and then shoot it.  This gun has Great fire accuracy and long range of effective fire. The drawback to the gun is that has high recoil and not good in night time. This gun can shoot through walls, where other pistols cannot

300 OM Physical Proficiency, Ranged Proficiency - -LAR Grizzly Mark 1 .45 Win Mag.-

LAR Grizzly Mark 1
Magazine Size: 7 per round
Effective Range: 200 meters
Rate of Fire: 20 - 30 rpm or 1 shot per second
Projectile Travel Speed: 1,400 feet per second
Reload- 2.2 seconds
Summoning more magazines: minute
The most powerful gun ever created, but it has a high recoil. Its speed is useable but the recoil can be dangerous at times and creates a large “BOOM!” in the user's hand.

(Hope this is better, Mark)

Can you give better damage descriptions than shooting through walls and 'the most powerful gun ever created'? Omniphysics changes things so you'd need to explain it in more general terms; something like "moderately damaging" or "heavily damaging" would be good, bearing in mind the more damage it does, the more severe the balancing. Stats will determine damage, but just in general it's good to know what you're expecting this to do. If you're wanting a very strong gun you should make it harder to aim, have a smaller range, lower fire rate, etc. Also, the fire rate of the first is listed as "267 RPM or 1 per second" which is kinda confusing since the first part implies a way faster rate. Please clear that up a bit.
Daniel Wrote:gonna milk the shit out of those milkies

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Chaos Charge - Hands (600, Physical Strength, Ranged Prof.) 

There are two ways that he can use this attack because of it's nature. One of these ways is the aforementioned Physical Strength version that involves him performing martial arts moves or punches with his hands at his opponent, but his hands are covered in chaos energy. However, when he is using this move he cannot use any other moves that require the use of his hands unless he first deactivates this move, in which case he must charge it all over again. The second variant of Chaos Energy Charge - Hands is one that is more suited to ranged combat than anything else, and shoots a thin 2 by 2 foot beam of energy out of the palms of his hands. The beam is colored golden and is as fast as an arrow.

Both of these do fair damage. They require a seven second of being charged up. In addition to that, they require the use of both hands typically so he cannot use his hands when he is using this move at all. As a result, any techniques that require his hands would cancel this move when activated, including weapon moves. There's also another limit to this technique. It cannot be employed within 20 seconds of any other beam or energy based move in his arsenal. These both only have a single shot that can be used by Warren. The beam attacks can be used with any moves that don't require the use of the hands. The beam can be re-aimed. It can be used while moving. The melee version of the move wears off when he hits someone, or automatically after 7 seconds. The move's ranged form has a beam range of 50 feet from him. The hand to hand form requires a fair amount of his concentration, while the ranged form requires barely any. They are both mildly draining on his stamina, taking about seven seconds for him to recover from the use of.

Buzz Beam (300) (Physical Strength)
A persistent beam of orange energy roughly one meter in length. It is a quick to activate, toggle-able setting on Samus’s arm cannon. In many ways it is closer to a chainsaw than it is a sword, as the beam’s energy will ‘buzz’ upon contact with a target, though it cannot cut through other melee weapons of equal strength. It takes a small portion of energy to maintain. The main downside is that it stops Samus from using her arm cannon for other things. When in Hyper Mode, the beam changes colour to an electric blue.

Uhh ... approved. I don't think a sword really needs a look-over ;)
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Fuck it, I'll post this too even though I don't plan on buying it for a while. Just for posterity, doesn't need approval unless anyone sees something wrong with it. I have 2 stat upgrades.

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GUNSHIP FUSION (Tier 2 Powered-Up Form)
ATK: 8. With the combined power of Samus's suit and her ship's engine, an unstoppable force is created!
DEF: 9. With the full power of Samus's suit running through it, the gunship reaches its full potential!
SPD: 3. A little slow, but who needs speed when you have missiles and unbreakable armor?!
TEC: 2. Piloting a mecha is no mean feat, but our hero Samus is up to the task!

Samus summons her ship, either by remote-control or by a portal, and joins with it as it transforms into a mecha! Fairly small by mecha standards, the Megasuit Samus stands at around 12 metres tall and 6 metres wide (20 by 10 feet) but is nonetheless a sight to behold! Its armaments are based on that of Samus's own suit, but are sized-up to match the mecha. It can fire missiles, project a power sword, and even fly! However, fusing with the ship puts a strain on the suit, thus it can only be used for a limited time.

In Megasuit mode, Samus fires non-super missiles from her shoulderpads instead of her arm cannon; they alternate firing between the left and right shoulderpads, but otherwise act exactly the same and are only slightly bigger than usual-sized missiles. This is for fodder only, so it doesn't let Samus use other arm cannon-based weaponry while firing from her shoulderpads.
nahh
[Image: 0bwAI3j.jpg]

Now that Ghidorah has his wings, I'd like to make a wording change to his Golden Lightning to specify that he can use it while flying. It's only three words, but it struck me as the kind of thing I should get approval for. Changes in bold

Golden Lightning - variable, requires ranged proficiency, area attack proficiency - (1200 OM)
King Ghidorah's main weapon. The King of Terror can fire jagged, golden-orange 'gravity beams' from his hands and mouth. These pseudo-electrical arcs are about three inches in diameter, and travel at the speed of a bullet, out to a maximum range of one hundred meters before they arc to ground. They are very powerful, burning their target and tearing at them with intense tidal forces, comparable to an incendiary shotgun-slug (or an incendiary round from a more powerful gun. ATK score.) The beams can be fired in bursts, up to a maximum of three beams in three seconds (One from each hand, and one from his his mouth), but Ghidorah must charge for one second per beam he intends to fire. For all its power, using his golden lightning does not cause Ghidorah very much strain, though firing repeatedly for a minute or so without rest will wear him out. The trade-off is that the lightning is difficult to aim, even at less than ten meters, tending to arc in random directions and making the attack highly reliant on volume-of-fire.  Ghidorah can move around and even fly while using his lightning, but only in a straight line, and cannot take any other actions.

If Ghidorah chooses, he can make one or more beams in a given 3-second burst fire in a continuous arc for up to half-a-second each, allowing him to rake them across the battlefield. This version of the attack does incur a noticeable stamina drain, minor for just one persistent beam, like running a five-second sprint, but multiplied for each beam in the burst to which the effect is applied, so firing all three in this way is a major drain on his energy levels. The range is also reduced by half. 

Kaiju-Mode Lightning (Used with Powered-Up Forms Only)

When Ghidorah assumes one of his giant-monster forms, both uses of his lightning change (or do not) in the following ways: 

- The range increases to match his current physical proportions  (for example, an increase in size to a 35 meter dragon from a two-meter-and-a-bit humanoid would increase the range of this attack by a rough factor of seventeen, to about 1.7 kilometers)

-The width of the lighting also increases, to roughly four meters when projected from a body 35 meters tall, with an additional two meters in width added each time Ghidorah's height doubles beyond that (via higher-tier transformations - +2 meters width from a 70+ meter  (Tier-2) body, +4  more meters width from a 140 + meter tall (Tier-3) body). These kaiju-sized beams are strongest in a one-meter diameter  zone running through the central axis of the lightning bolt, with the power diminishing proportionally as a target gets further from the maximum power zone (i.e, half the beam's radius from the central area = half the power)

-Ghidorah's giant-monster forms do not have hands, so the lightning is projected exclusively from the mouths of his three heads.

-The speed, charging rules, and movement rules do not change  (though the influence of  the Kaiju-forms increased ATK naturally increases the power) 

-The fatigue incurred doubles when in kaiju-form (and were this giant version of the move to somehow be used with a less-than enormous body to absorb the strain, it would septuple), reducing the amount of time Ghidorah is able to fire continuously without a break from one minute to thirty seconds. 

-The lightning remains difficult to aim (in fact, when fighting primes of less-than colossal stature, the accuracy is even worse because they're comparatively such small targets). 

-The additional stamina drain of the continuous arc fire-mode is doubled. 


Related fluff: Ghidorah laughs uncontrollably while firing his lightning. Every. Time.

@Ghidorah:
(04-07-2017, 08:11 PM)King Ghidorah Wrote: Now that Ghidorah has his wings, I'd like to make a wording change to his Golden Lightning to specify that he can use it while flying. It's only three words, but it struck me as the kind of thing I should get approval for. Changes in bold

Golden Lightning - variable, requires ranged proficiency, area attack proficiency - (1200 OM)
King Ghidorah's main weapon. The King of Terror can fire jagged, golden-orange 'gravity beams' from his hands and mouth. These pseudo-electrical arcs are about three inches in diameter, and travel at the speed of a bullet, out to a maximum range of one hundred meters before they arc to ground. They are very powerful, burning their target and tearing at them with intense tidal forces, comparable to an incendiary shotgun-slug (or an incendiary round from a more powerful gun. ATK score.) The beams can be fired in bursts, up to a maximum of three beams in three seconds (One from each hand, and one from his his mouth), but Ghidorah must charge for one second per beam he intends to fire. For all its power, using his golden lightning does not cause Ghidorah very much strain, though firing repeatedly for a minute or so without rest will wear him out. The trade-off is that the lightning is difficult to aim, even at less than ten meters, tending to arc in random directions and making the attack highly reliant on volume-of-fire.  Ghidorah can move around and even fly while using his lightning, but only in a straight line, and cannot take any other actions.

If Ghidorah chooses, he can make one or more beams in a given 3-second burst fire in a continuous arc for up to half-a-second each, allowing him to rake them across the battlefield. This version of the attack does incur a noticeable stamina drain, minor for just one persistent beam, like running a five-second sprint, but multiplied for each beam in the burst to which the effect is applied, so firing all three in this way is a major drain on his energy levels. The range is also reduced by half. 

Kaiju-Mode Lightning (Used with Powered-Up Forms Only)

When Ghidorah assumes one of his giant-monster forms, both uses of his lightning change (or do not) in the following ways: 

- The range increases to match his current physical proportions  (for example, an increase in size to a 35 meter dragon from a two-meter-and-a-bit humanoid would increase the range of this attack by a rough factor of seventeen, to about 1.7 kilometers)

-The width of the lighting also increases, to roughly four meters when projected from a body 35 meters tall, with an additional two meters in width added each time Ghidorah's height doubles beyond that (via higher-tier transformations - +2 meters width from a 70+ meter  (Tier-2) body, +4  more meters width from a 140 + meter tall (Tier-3) body). These kaiju-sized beams are strongest in a one-meter diameter  zone running through the central axis of the lightning bolt, with the power diminishing proportionally as a target gets further from the maximum power zone (i.e, half the beam's radius from the central area = half the power)

-Ghidorah's giant-monster forms do not have hands, so the lightning is projected exclusively from the mouths of his three heads.

-The speed, charging rules, and movement rules do not change  (though the influence of  the Kaiju-forms increased ATK naturally increases the power) 

-The fatigue incurred doubles when in kaiju-form (and were this giant version of the move to somehow be used with a less-than enormous body to absorb the strain, it would septuple), reducing the amount of time Ghidorah is able to fire continuously without a break from one minute to thirty seconds. 

-The lightning remains difficult to aim (in fact, when fighting primes of less-than colossal stature, the accuracy is even worse because they're comparatively such small targets). 

-The additional stamina drain of the continuous arc fire-mode is doubled. 


Related fluff: Ghidorah laughs uncontrollably while firing his lightning. Every. Time.

[Image: tumblr_n5afjshvkH1qaqx8xo1_500.gif]

Approved!
[Image: hnc9xy5]
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