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Move Approval V

Sword Art - Air Slicer (300 OM, Physical Strength)

This attack starts out with a dash towards his opponent, and then commences with an uppercut with his right hand holding the Fabricated Replica Soul Taker in one hand. Once the uppercut has sufficiently knocked them into the air, this sets them up for the next part of the move, the seven slashes with the sword. Upon completion this does a modest amount of damage to anyone who is hit by it. The move requires that he have his sword, the Fabricated Replica Soul Taker equipped. This move is moderately exhausting on Matthew when he has successfully performed it. This technique can be used when moving around, and can be used with other moves, so long as he can use his sword one handed.
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@ Matthew Mcginnis: Approved!
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
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Berlin (300) (requires ranged, flight, remote control, homing)

Marisa takes a page from Alice and attacks a single opponent with a gunpowder filled doll (it is in her apron and it takes 5 seconds to pull it out). She can only have one on her person at a time. The doll is very quick (about 40 mph) but can’t defend (and its durability is akin to some fairly good iron bar) and has one function. Latch onto a opponent before exploding five seconds later. The max distance it can walk/run/fly is about 35 feet before it explodes promptly. Marisa has to keep concentration on it at all time, and she has to move somewhat slower (down to half of her current spd stat) she won’t be very winded from it due to not physically exerting herself. The damage dealt is explosion and burn damage with the explosion size being five feet wide.

Thief (300) (requires burst movement, debuff, physical strength, mimic)


Marisa steals things by using burst movement to physically yank it from where ever it is at on the person (most of the times it will be in the opponents hands). It takes a max of 5 seconds to get ready to steal a item  (though she can move around but it takes most of her concentration to prepare). Once she has charged up she must go through with the burglary. She may take one item of her choice  (not a consumable or a artifact) for 1 minute if she succeeds in stealing something. Once the minute has passed the item will teleport back to the person she stole it from. The person may resummon the stolen item if it is something they normally can do (the time is the same as the move/item specifies); and anyone else may redraw there weapon after using a fairly small amount of concentration for 20 seconds. This is extremely heavy in concentration (for the initial burglary), (not to the point she can’t move around) and about medium in energy usage (akin to doing somewhat hard labor for half a hour). For a super move they make a replica of the weapon or item used and once the super move has finished it will shatter into a million pieces like a glass mirror being shattered.
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"While shooting concentrate your mind, gently muttering the spell to the Mini-Hakkero. Aiming at someone you don't like, a magicannon of love will be unleashed!"
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Upgrading T1SA - Wild Magic Surge to a T2. The changes I've made are as follows: doubling the number of shots, increasing the execution time from 5 seconds to 7 seconds, increasing the range of the blasts from 15ft to 20ft, increasing the max duration by 50%, and having some of the shots appear in the air around Ebony instead of coming from her palms. I also changed the minor effects from pure fodder to being annoying chip damage (that isn't really going to make a difference in a fight). Lastly, some of the rp notes were changed a bit.

T2SA - Wild Magic Surge (800) Requires: Telekinesis - Advanced, Ranged, Ranged Control, Ranged Materialise, Homing

The wild nature of Ebony's magic causes it to go completely out of her control. Random unheld objects within the range of her telekinesis that she can lift are levitated (including loose rocks or even larger boulders and clumps of dirt), with large ones being closer to her. Smaller objects, such as rocks or cutlery, will move fast enough to cause minor damage, but larger objects (such as a big table) will move at about the speed of a brisk walk. The top of each object will never be lifted higher than 12ft off the ground.

In addition to this minor effect, fist-sized magical blasts of energy - all of varying "elements" (see the list of cosmetic descriptions of elements under Ebony's Elemental Blast move) which fire out of Ebony's palms at a very rapid rate of sixty over the seven seconds. Some blasts may appear in the air within 20ft of Ebony instead of originating from her palms, but these will act no different from the normal shots. Each blast has a fair strength, but together all of the blasts are very strong; each leaves "magical burns" as damage. Unlike her other spells, no vocal incantation is needed, but one may be spoken anyway. These magical blasts are the real cause of damage from this super move (because a bookcase walking at you is just going to be annoying). All of them swirl around Ebony at the speed of a crossbow bolt within a 20ft radius of her. Ebony has enough passive control over each blast to cause them to swerve around any obstacles (including, but not limited to, any objects she levitated). The blasts are capable of making a right-angle turn almost instantly. While orbiting Ebony, the blasts will also randomly zig-zag about in addition to avoiding necessary obstacles. This makes it very hard for people within the area to dodge. If Ebony has a line of sight with an Ally, she can manipulate the blasts slightly so that they will generally avoid her friend - but this isn't guaranteed. The best way to avoid this is to simply move further than 20ft away from Ebony. Then you only risk being hit by a stray rock.

Any blasts that remain after 45 seconds of being cast dissipate. During this time Ebony cannot move. Once all the blasts have dissipated, every object Ebony was levitating drops to the floor. This is incredibly draining for Ebony to use. So much so that if already very tired she could fall unconscious. Even if this happens, as long as she's not out cold due to actual damage, the attack continues. She'll wake up in the same way a normal tired person would. A loud sound, a slap, damage, or a long rest. While her magic goes out of control, she can use this intentionally.

Can be blocked by a super defence of the appropriate strength.

RP Notes: May cause other adverse effects such as seizures, a bloody nose, and more. If Ebony has not cast a sufficient amount of magic (2 minute worth of spell casting or 2 SP used) in 24 hours, or if she takes off her magic suppressing choker, this will activate regardless of if she wants it to or not.



Upgrading T1SD - Super Mega Awesome Explosion to a T2. The only change is the radius increasing from 2m to 5m.

T2SD - Super Mega Awesome Explosion (800) Requires: Area Attack

Ebony's magic completely overloads. Maybe she's really scared. Maybe she's panicking, hyperventilating, and curled up under her cloak. Or maybe it was intentional (after all, overloading magic sounds like a cool thing). The end result is: Ebony explodes. Ebony literally explodes. Boom! Clearly, that's a brilliant method of defence! Who can hurt someone who's exploding!

Nah, just kidding... But a big (non-damaging) explosion does happen with Ebony as its focus, which is almost the same thing. This serves to deflect and push back attacks aimed at Ebony, be it swords or other explosions (gotta fight cool explosions with other cool explosions). Ebony and all her clothes and held items/weapons are almost completely unaffected by the explosion. At most, it'll seem as though she was blown by a light breeze. 

The explosion has a radius of 5m and people (even allies) within this radius are harmlessly pushed just outside of it when Ebony uses this move. The explosion can take on the appearance of any of the following elements (air, ice, fire, water, raw magic, dark, light), but this is typically a cosmetic (fluff) effect only. That said, if the explosion was of air, people outside the radius (but near to it), they may feel a very slight breeze. If it was ice, they might feel a very slight chill. Fire, a slight warmth. Water, a fine spray of droplets. Raw magic just changes the explosion colour to purple. Dark and light change the explosion colour to black and white respectively.

A T2 attack or something stronger will have enough strength to push through the explosive force. Unlike Ebony's other spells, no chanting is needed, although she might say something anyway.
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First Super Move!

T1 Super Attack: Abyssal Drift Palace Charge (Physical Strength Proficiency, Burst Movement) (600): The Soul and The Abyss are fundamentally different forces. The Soul is the refined and focused energy of life, of complexity. The Abyss is the very essence of existence, the raw primordial stuff of all creation.
Infusing Void and Soul into his weapon, Little Ghost uses Burst Movement to rapidly close with his opponent and deliver a devastating strike. This transfers the agitated opposing energies into the target where they are let free of restraint, the violently tearing the target apart from the inside out.
This attack can be performed with any weapon, even unarmed, but requires near point-blank range to properly transfer the energy. Thus, while it could be performed with a ranged weapon, the maximum range of Abyssal Drift Palace Charge is twelve feet or the reach of the weapon, whichever is shorter.
"So you'd pursue the deeper truth? It isn't one the weak could bear."


"Prove yourself ready to face it. I'll not hold back. My needle is lethal and I'd feel no sadness in a weakling's demise."


"Show me you can accept this Kingdom's past and claim responsibility for its future."
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@ Ebonywood:
(11-16-2017, 09:44 PM)Ebonywood Hellscythe Wrote: Upgrading T1SA - Wild Magic Surge to a T2. The changes I've made are as follows: doubling the number of shots, increasing the execution time from 5 seconds to 7 seconds, increasing the range of the blasts from 15ft to 20ft, increasing the max duration by 50%, and having some of the shots appear in the air around Ebony instead of coming from her palms. I also changed the minor effects from pure fodder to being annoying chip damage (that isn't really going to make a difference in a fight). Lastly, some of the rp notes were changed a bit.

T2SA - Wild Magic Surge (800) Requires: Telekinesis - Advanced, Ranged, Ranged Control, Ranged Materialise, Homing

The wild nature of Ebony's magic causes it to go completely out of her control. Random unheld objects within the range of her telekinesis that she can lift are levitated (including loose rocks or even larger boulders and clumps of dirt), with large ones being closer to her. Smaller objects, such as rocks or cutlery, will move fast enough to cause minor damage, but larger objects (such as a big table) will move at about the speed of a brisk walk. The top of each object will never be lifted higher than 12ft off the ground.

In addition to this minor effect, fist-sized magical blasts of energy - all of varying "elements" (see the list of cosmetic descriptions of elements under Ebony's Elemental Blast move) which fire out of Ebony's palms at a very rapid rate of sixty over the seven seconds. Some blasts may appear in the air within 20ft of Ebony instead of originating from her palms, but these will act no different from the normal shots. Each blast has a fair strength, but together all of the blasts are very strong; each leaves "magical burns" as damage. Unlike her other spells, no vocal incantation is needed, but one may be spoken anyway. These magical blasts are the real cause of damage from this super move (because a bookcase walking at you is just going to be annoying). All of them swirl around Ebony at the speed of a crossbow bolt within a 20ft radius of her. Ebony has enough passive control over each blast to cause them to swerve around any obstacles (including, but not limited to, any objects she levitated). The blasts are capable of making a right-angle turn almost instantly. While orbiting Ebony, the blasts will also randomly zig-zag about in addition to avoiding necessary obstacles. This makes it very hard for people within the area to dodge. If Ebony has a line of sight with an Ally, she can manipulate the blasts slightly so that they will generally avoid her friend - but this isn't guaranteed. The best way to avoid this is to simply move further than 20ft away from Ebony. Then you only risk being hit by a stray rock.

Any blasts that remain after 45 seconds of being cast dissipate. During this time Ebony cannot move. Once all the blasts have dissipated, every object Ebony was levitating drops to the floor. This is incredibly draining for Ebony to use. So much so that if already very tired she could fall unconscious. Even if this happens, as long as she's not out cold due to actual damage, the attack continues. She'll wake up in the same way a normal tired person would. A loud sound, a slap, damage, or a long rest. While her magic goes out of control, she can use this intentionally.

Can be blocked by a super defence of the appropriate strength.

RP Notes: May cause other adverse effects such as seizures, a bloody nose, and more. If Ebony has not cast a sufficient amount of magic (2 minute worth of spell casting or 2 SP used) in 24 hours, or if she takes off her magic suppressing choker, this will activate regardless of if she wants it to or not.

Approved!

Quote:Upgrading T1SD - Super Mega Awesome Explosion to a T2. The only change is the radius increasing from 2m to 5m.

T2SD - Super Mega Awesome Explosion (800) Requires: Area Attack

Ebony's magic completely overloads. Maybe she's really scared. Maybe she's panicking, hyperventilating, and curled up under her cloak. Or maybe it was intentional (after all, overloading magic sounds like a cool thing). The end result is: Ebony explodes. Ebony literally explodes. Boom! Clearly, that's a brilliant method of defence! Who can hurt someone who's exploding!

Nah, just kidding... But a big (non-damaging) explosion does happen with Ebony as its focus, which is almost the same thing. This serves to deflect and push back attacks aimed at Ebony, be it swords or other explosions (gotta fight cool explosions with other cool explosions). Ebony and all her clothes and held items/weapons are almost completely unaffected by the explosion. At most, it'll seem as though she was blown by a light breeze. 

The explosion has a radius of 5m and people (even allies) within this radius are harmlessly pushed just outside of it when Ebony uses this move. The explosion can take on the appearance of any of the following elements (air, ice, fire, water, raw magic, dark, light), but this is typically a cosmetic (fluff) effect only. That said, if the explosion was of air, people outside the radius (but near to it), they may feel a very slight breeze. If it was ice, they might feel a very slight chill. Fire, a slight warmth. Water, a fine spray of droplets. Raw magic just changes the explosion colour to purple. Dark and light change the explosion colour to black and white respectively.

A T2 attack or something stronger will have enough strength to push through the explosive force. Unlike Ebony's other spells, no chanting is needed, although she might say something anyway.

Approved!

@ Marisa Kirisame:
(11-16-2017, 07:54 PM)Marisa Kirisame Wrote: Berlin (300) (requires ranged, flight, remote control, homing)

Marisa takes a page from Alice and attacks a single opponent with a gunpowder filled doll (it is in her apron and it takes 5 seconds to pull it out). She can only have one on her person at a time. The doll is very quick (about 40 mph) but can’t defend (and its durability is akin to some fairly good iron bar) and has one function. Latch onto a opponent before exploding five seconds later. The max distance it can walk/run/fly is about 35 feet before it explodes promptly. Marisa has to keep concentration on it at all time, and she has to move somewhat slower (down to half of her current spd stat) she won’t be very winded from it due to not physically exerting herself. The damage dealt is explosion and burn damage with the explosion size being five feet wide.

Approved!

Quote:Thief (300) (requires burst movement, debuff, physical strength, mimic)


Marisa steals things by using burst movement to physically yank it from where ever it is at on the person (most of the times it will be in the opponents hands). It takes a max of 5 seconds to get ready to steal a item  (though she can move around but it takes most of her concentration to prepare). Once she has charged up she must go through with the burglary. She may take one item of her choice  (not a consumable or a artifact) for 1 minute if she succeeds in stealing something. Once the minute has passed the item will teleport back to the person she stole it from. The person may resummon the stolen item if it is something they normally can do (the time is the same as the move/item specifies); and anyone else may redraw there weapon after using a fairly small amount of concentration for 20 seconds. This is extremely heavy in concentration (for the initial burglary), (not to the point she can’t move around) and about medium in energy usage (akin to doing somewhat hard labor for half a hour). For a super move they make a replica of the weapon or item used and once the super move has finished it will shatter into a million pieces like a glass mirror being shattered.

If you intend to have your character steal and then mimic a stolen Super Move, please make a note about the SP cost.

@ Little Ghost:
(11-17-2017, 11:22 AM)Little Ghost Wrote: First Super Move!

T1 Super Attack: Abyssal Drift Palace Charge (Physical Strength Proficiency, Burst Movement) (600): The Soul and The Abyss are fundamentally different forces. The Soul is the refined and focused energy of life, of complexity. The Abyss is the very essence of existence, the raw primordial stuff of all creation.
Infusing Void and Soul into his weapon, Little Ghost uses Burst Movement to rapidly close with his opponent and deliver a devastating strike. This transfers the agitated opposing energies into the target where they are let free of restraint, the  violently tearing the target apart from the inside out.
This attack can be performed with any weapon, even unarmed, but requires near point-blank range to properly transfer the energy. Thus, while it could be performed with a ranged weapon, the maximum range of Abyssal Drift Palace Charge is twelve feet or the reach of the weapon, whichever is shorter.

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."
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
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Thief (300) (requires burst movement, debuff, physical strength, mimic)


Marisa steals things by using burst movement to physically yank it from where ever it is at on the person (most of the times it will be in the opponents hands). It takes a max of 5 seconds to get ready to steal a item  (though she can move around but it takes most of her concentration to prepare). Once she has charged up she must go through with the burglary. She may take one item of her choice  (not a consumable or a artifact) for 1 minute if she succeeds in stealing something. Once the minute has passed the item will teleport back to the person she stole it from. The person may resummon the stolen item if it is something they normally can do (the time is the same as the move/item specifies); and anyone else may redraw there weapon after using a fairly small amount of concentration for 20 seconds. This is extremely heavy in concentration (for the initial burglary), (not to the point she can’t move around) and about medium in energy usage (akin to doing somewhat hard labor for half a hour). For a super move the opponent if the minute is not up and they don't have the original or a copy of the original; they will make a replica of the weapon or item used and once the super move has finished it will shatter into a million pieces like a glass mirror being shattered. Note, she will use the stolen item or a replica for the super move and requires the proficiency's, powers, level, sp, and mimic requirements to use a super move from the opponent's move pool.

Quote: this should fix the one problem with thief correct?
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"While shooting concentrate your mind, gently muttering the spell to the Mini-Hakkero. Aiming at someone you don't like, a magicannon of love will be unleashed!"
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(11-18-2017, 02:33 PM)Marisa Kirisame Wrote: Thief (300) (requires burst movement, debuff, physical strength, mimic)


Marisa steals things by using burst movement to physically yank it from where ever it is at on the person (most of the times it will be in the opponents hands). It takes a max of 5 seconds to get ready to steal a item  (though she can move around but it takes most of her concentration to prepare). Once she has charged up she must go through with the burglary. She may take one item of her choice  (not a consumable or a artifact) for 1 minute if she succeeds in stealing something. Once the minute has passed the item will teleport back to the person she stole it from. The person may resummon the stolen item if it is something they normally can do (the time is the same as the move/item specifies); and anyone else may redraw there weapon after using a fairly small amount of concentration for 20 seconds. This is extremely heavy in concentration (for the initial burglary), (not to the point she can’t move around) and about medium in energy usage (akin to doing somewhat hard labor for half a hour). For a super move the opponent if the minute is not up and they don't have the original or a copy of the original; they will make a replica of the weapon or item used and once the super move has finished it will shatter into a million pieces like a glass mirror being shattered. Note, she will use the stolen item or a replica for the super move and requires the proficiency's, powers, level, sp, and mimic requirements to use a super move from the opponent's move pool.

Quote: this should fix the one problem with thief correct?

Yes. Approved.
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
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(10-25-2017, 09:53 AM)Jade Harley Wrote:
(10-21-2017, 07:26 PM)The Vision Wrote: @Jade Harley:
(10-21-2017, 12:23 AM)Jade Harley Wrote:
(10-04-2017, 08:19 PM)Jade Harley Wrote: Bodily Integration (requires Ranged Proficiency, Debuff Proficiency, Phasing) – 300 OM

This gruesome move may be carried out on a single opponent within 20 ft of Jade. To perform this attack, Jade stands still and turns her full attention on an approaching attacker, both hands held loosely at her sides with the palms facing upward— she holds this position for 10 seconds. When those 10 seconds are up, Jade will abruptly raise one hand and then gesture sharply downward, sort of like dribbling a basketball. The ground directly beneath her attacker, no matter how close they are to Jade, becomes incorporeal for up to 3 seconds. In those 3 seconds, Jade’s opponent will fall through the floor and the ground will reform around them, effectively removing access to whatever is encased within the floor. It also cuts off the link between her opponent’s brain and whatever body parts have fallen through, something which triggers extreme pain and the confusing fear over essentially being brutally bisected, but not having died instantly. Jade can only maintain this for up to 15 seconds dependent upon her target's DEF and TEC or if she is interrupted/attacked during this time, after which her opponent is released and reappears with their feet on the ground, ostensibly unharmed but very much in shock.

As it takes an enormous amount of concentration for Jade to carry this out, she can do nothing else while her opponent is trapped, leaving her open to attack. It also takes a lot of effort on Jade's part, making her fatigued and slow to react for up to five minutes afterward. Other characters or allies of Jade can inflict damage that remains after the move's effect has ended. She would likely only execute this attack when under extreme duress. Flying or otherwise airborne opponents are immune, but those who are in trees or standing atop rocks can still be targeted and integrated with whatever they are in contact with.

Bump! :-)

Maybe say "Flying or otherwise airborne opponents", since I can see someone jumping really high for three seconds. Also, can a victim of this gruesome move be attacked by others while trapped in a surface? If so, do they retain that damage post-Integration?

Edited again!

Bump!
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
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Death Saucer (300) (Requires Ranged, Remote Control Prof) - Koola lifts an open palm upward and creates a spinning disc of magenta energy with a deep red core with a 75cm diameter, taking about two seconds where he must remain still (though it can be summoned while falling) and he cannot perform any other attacks; taking damage will interrupt the charge. The edge of the disc is sharp and acts like a moving buzzsaw (the damage/severity of the cut depending on Koola's ATK stat to his target's durability/DEF stat for a Prime). Koola throws the disc, where it travels at the speed of an arrow and moves in a straight line. After loosing it, Koola can redirect the disc's path with a curt hand gesture if he so chooses (eg. flinging his hand left to right across his chest to make it turn right). Koola must maintain eye contact with and concentrate on the Death Saucer in order to redirect it (however he can attack after throwing it if he isn't redirecting it), and his control over it vanishes after a hundred and fifty metres. The death saucer, to perform a full 180 degree turn, will do so in four seconds, taking a wide arc. If it misses its target, the Death Saucer will continue on until it collides with an object of sufficient mass to stop it (eg. the ground). Koola can summon four of these in a five minute period without tiring.

Imprisonment Ball (600) (Requires Area Attack, Ranged, Physical, Telekinesis) - Koola throws out an open hand and fires a two-metre ring of orange energy at the speed of an arrow after a stationary charge of three seconds. The ring dissipates after five metres so Koola has to be close. When the ring makes contact, it encircles the target in an orange orb of energy and completely immobilises them, preventing them from moving or attacking. Koola must continue channelling his energy to maintain the prison, and can hold it for as long as twenty seconds before he loses his grip. As long as Koola doesn't allow twenty seconds to pass, he can drop his focus and attack the orb, sending it flying in the direction of his hit at the speed of an arrow and causing it to explode with the first surface that isn't Koola. The explosion does moderate damage in a five metre diameter, but if the orb doesn't hit another surface after 30-60 metres (depending on whether Koola has Basic or Advanced Telekinesis), the orb dispels. He has a window of two seconds to hit the orb after he stops channelling, otherwise the orb will dissipate. Koola must remain still while charging, firing and channelling, and taking damage during any phase will disrupt the attack. Due to the technique's drawbacks, outside of channelling the orb, Koola does not get very fatigued from multiple uses; however holding a target for its full duration three times in succession (up to a minute) will tire him.

100% Power (1000) (Tier 1 Power Up) 
[Image: form_2.gif]
Koola, like most of his species, can't maintain his true power at all times due to the excessive strain it puts on his body. By unleashing the full power of his ki, he reaches the ultimate potential of his form. His muscles increase in size to allow the flow of ki but otherwise his appearance remains unchanged.
ATK: +2 (5)
DEF: +1 (3)
SPD: +2 (5)
TEC: +0 (2)
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@ Koola: 100% Power and Death Saucer are approved.

Imprisonment Ball would be priced at 600 OM, since it can prevent an opponent from fighting for up to 20 seconds AND Koola can damage the imprisoned/others.
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
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Fair enough. I've updated that in the description. Thanks!
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(10-04-2017, 08:19 PM)Jade Harley Wrote: Bodily Integration (requires Ranged Proficiency, Debuff Proficiency, Phasing) – 300 OM

This gruesome move may be carried out on a single opponent within 20 ft of Jade. To perform this attack, Jade stands still and turns her full attention on an approaching attacker, both hands held loosely at her sides with the palms facing upward— she holds this position for 10 seconds. When those 10 seconds are up, Jade will abruptly raise one hand and then gesture sharply downward, sort of like dribbling a basketball. The ground directly beneath her attacker, no matter how close they are to Jade, becomes incorporeal for up to 3 seconds. In those 3 seconds, Jade’s opponent will fall through the floor and the ground will reform around them, effectively removing access to whatever is encased within the floor. It also cuts off the link between her opponent’s brain and whatever body parts have fallen through, something which triggers extreme pain and the confusing fear over essentially being brutally bisected, but not having died instantly. Jade can only maintain this for up to 15 seconds dependent upon her target's DEF and TEC or if she is interrupted/attacked during this time, after which her opponent is released and reappears with their feet on the ground, ostensibly unharmed but very much in shock.

As it takes an enormous amount of concentration for Jade to carry this out, she can do nothing else while her opponent is trapped, leaving her open to attack. It also takes a lot of effort on Jade's part, making her fatigued and slow to react for up to five minutes afterward. Other characters or allies of Jade can inflict damage that remains after the move's effect has ended. She would likely only execute this attack when under extreme duress. Flying or otherwise airborne opponents are immune, but those who are in trees or standing atop rocks can still be targeted and integrated with whatever they are in contact with.
Needs Homing but approved.
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Move for Amber and Pyrrha

Aura
Requires: Area Defense Proficiency, Basic Regeneration+
Cost: 600(?)

A hunter relies on their aura for protection from the harm of their enemies. Aura is a manifestation of a person's soul that can be used as a ’shield’ to protect themselves in times of need. This move is constantly active and relatively weak compared to other defensive moves, but is mostly good for negating small cuts and bruises. While active, taking damage reduces the user’s aura level until it becomes null. Once it becomes null, it must come regenerate slowly back to it’s normal level which can be a long process. Depending on the user’s Regen and Defense it could take anywhere between 30 seconds to 10 minutes to just begin regenerating. With high defense, their aura level could be regenerated in 5 minutes with advanced regen. With lower defense, their aura is not only weaker than that of vice versa, but takes longer to regenerate(Up to 30 minutes with Adv. Regen.)

The ‘force field’ is like a second set of invisible skin that covers the person’s entire body. When weak, shocks of weakening aura will wave over a person's body and will need to be regenerated over time without taking damage. If damaged while regenerating, the aura level will stop where it was and you must wait for it to regenerate again. This move can be used with other moves and isn't very fatiguing to use, as it’s a second nature. While full, it also slowly heals minor wounds(Scratches and bruises).
"I've been neglected, harassed, beaten, and diminished all my life. What motivates me to continue? The glory of proving people wrong. Being worth more than the numbing existence offered me. To be a hero." - Amber
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(11-19-2017, 01:53 PM)Amber Veritz Wrote: Move for Amber and Pyrrha

Aura
Requires: Area Defense Proficiency, Basic Regeneration+
Cost: 600(?)

A hunter relies on their aura for protection from the harm of their enemies. Aura is a manifestation of a person's soul that can be used as a ’shield’ to protect themselves in times of need. This move is constantly active and relatively weak compared to other defensive moves, but is mostly good for negating small cuts and bruises. While active, taking damage reduces the user’s aura level until it becomes null. Once it becomes null, it must come regenerate slowly back to it’s normal level which can be a long process. Depending on the user’s Regen and Defense it could take anywhere between 30 seconds to 10 minutes to just begin regenerating. With high defense, their aura level could be regenerated in 5 minutes with advanced regen. With lower defense, their aura is not only weaker than that of vice versa, but takes longer to regenerate(Up to 30 minutes with Adv. Regen.)

The ‘force field’ is like a second set of invisible skin that covers the person’s entire body. When weak, shocks of weakening aura will wave over a person's body and will need to be regenerated over time without taking damage. If damaged while regenerating, the aura level will stop where it was and you must wait for it to regenerate again. This move can be used with other moves and isn't very fatiguing to use, as it’s a second nature. While full, it also slowly heals minor wounds(Scratches and bruises).

This seems good. Approved!
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Collapsable Cover
Requires Area Defense
Cost 300

Dawn equips herself for necessity, but sometimes offense just isn't enough. The commando, on top of her plethora of guns and munitions, carries with her a portable folding cover, for when she just can't find something to take shelter behind. The cover is 4’ tall x 10ft long(enough to cover 3 or 4 people) and is made of 3” think ballistic resistant metal. Lasers and explosives are likely to have a better chance of piercing through this barrier. The cover begins in a cube form, just smaller than Dawn’s hand, and when unlocked can be thrown and folded into a protective barrier. It takes about 5 seconds for a single person person to set up the cover after it folds, or just 3 for two people. When setup correctly, the user nails in connected spikes to the ground to pin the metal into the ground, making sure it is incapable of being forcefully moved without heavy resistance. Once placed it can remain there forever, or be folded up and moved again. It takes 20 seconds to dismantle and even longer to fold into its cube(5min). If Dawn decides her barrier is too beaten up, she can summon a new cube in about 7 minutes.

Demonic Consumption
Tier Two Super Defense(2)
Requires Basic Regeneration
Cost 800

The demon inside Dawn is growing stronger the more Omnilium Dawn gains in her time in the Omniverse. Dawn, Erika or Alexus enters a trance where a nameless demon takes their place absorbing incoming damage in place of the girl currently in control. The demon feeds on destructive pain and uses it to heal the controlled body slightly based on the damage she takes. The amount regenerated depends on the attack and the relative damage of the enemy striking the user. (Higher attack and Damage will heal the user more than vice versa.)
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(11-20-2017, 03:17 PM)Dawnika Snow Wrote: Collapsable Cover
Requires Area Defense
Cost 300

Dawn equips herself for necessity, but sometimes offense just isn't enough. The commando, on top of her plethora of guns and munitions, carries with her a portable folding cover, for when she just can't find something to take shelter behind. The cover is 4’ tall x 10ft long(enough to cover 3 or 4 people)  and is made of 3” think ballistic resistant metal. Lasers and explosives are likely to have a better chance of piercing through this barrier. The cover begins in a cube form, just smaller than Dawn’s hand, and when unlocked can be thrown and folded into a protective barrier. It takes about 5 seconds for a single person person to set up the cover after it folds, or just 3 for two people. When setup correctly, the user nails in connected spikes to the ground to pin the metal into the ground, making sure it is incapable of being forcefully moved without heavy resistance. Once placed it can remain there forever, or be folded up and moved again. It takes 20 seconds to dismantle and even longer to fold into its cube(5min). If Dawn decides her barrier is too beaten up, she can summon a new cube in about 7 minutes.

Approved.

Quote:Demonic Consumption
Tier Two Super Defense(2)
Requires Basic Regeneration
Cost 800

The demon inside Dawn is growing stronger the more Omnilium Dawn gains in her time in the Omniverse. Dawn, Erika or Alexus enters a trance where a nameless demon takes their place absorbing incoming damage in place of the girl currently in control. The demon feeds on destructive pain and uses it to heal the controlled body slightly based on the damage she takes. The amount regenerated depends on the attack and the relative damage of the enemy striking the user. (Higher attack and Damage will heal the user more than vice versa.)

Gonna have to deny this one unfortunately. The defensive part is fine, but Supers can only do one thing at a time so you wouldn't be able to heal simultaneously.
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Fire Release: Great Fireball Technique (Ranged Proficiency, Area Attack Proficiency, 300 OM)
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Perhaps the most well-known technique to come from the Hidden Leaf Village, the Great Fireball Technique exemplifies the raw power of Konohagakure ninjutsu. After weaving a set of hand seals over the course of around two seconds, the user draws in a deep breath before exhaling a cone of fiery destruction toward his target dealing heavy damage. This cone reaches a max length 10 meters over a few seconds, with a radius of about 3 meters at its widest point. Though quite potent, this technique requires the user to remain rooted in place after the initial cast and though he may pivot in place, doing so is quite a slow process to avoid the user igniting himself in the process. As with most techniques Kakashi has borrowed over the years, he has not perfected this to the level of a natural user and suffers a rather large hit to his chakra. Using this technique for longer than 10 seconds continuously would leave him completely wiped out and gasping for breath. While this skill is in use, the user must maintain complete concentration and is unable to use other moves beyond perhaps blocking a simple punch or sword slash.


Also wondering if I could upgrade my Shadow Clone Technique from a 600 OM Remote Control move to a full Assist and pay the difference, as well as buy a nerfed garden-variety illusion move in its stead.


Genjutsu: Clone Technique (300)

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By concentrating one's chakra, this technique allows the user to create corporeal duplicates of their body. The clones are created immediately in the caster's vicinity and are nearly indistinguishable from the original; only those with Enhanced Senses being able to see through the ruse. These copies mindlessly attack his foe before being dispelled a short time later (~10 seconds or until attacked), disappearing in a puff of smoke. Though they are capable of mimicking the caster's skills and techniques, these are little more than illusions and do not damage opponents. As such, this technique is not so much used to overpower an enemy as it is to confuse an enemy and allow an opening to strike. As this technique is simply an illusion that does little beyond distract an unskilled foe, there is only a mild stamina cost along with the ~1 second cast time. Casting this jutsu repeatedly can generate up to a dozen illusions before Kakashi finds himself significantly effected.


Tier-2 Assist: Shadow Clone Technique (1500 OM)

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ATK: 3
DEF: 1
SPD: 3
TEC: 3
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@ Kakashi Hatake: Fire Release is approved, Genjutsu: Clone Technique is approved, and as for upgrading Shadow Clone from a regular move to an Assist, I'd say you're okay to just pay the difference.
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Lightning Aura -- 600 OM (Requires: Physical Strength, Ranged, Area Attack)
A supplemental technique to augment basic unarmed combat and simultaneously provide a moderate deterrent to prolonged physical contact. By taking two seconds to 'power up' and focus her natural aura, during which time she must remain stationary to properly focus, Graowr can charge it with electricity, which will visibly spark and crackle around her and through the blue flame-like glow of energy. It reaches just in excess of arm's reach from her body in all directions, or just about three feet. It adds a little extra kick to her basic strikes, sending a painful jolt of electricity through whatever gets hit. The high-voltage aura also serves as a constant barrier of sorts, not doing anything to actually defend against attacks but giving anything that enters its range a constant, painful electrocution while it remains in its range. The damage from the aura, in both of its constant applications, is fairly minor, and it's very visibly telegraphed to even partially observant foes, but it does provide a constant benefit. Maintaining the aura does have a constant, minor drain on the majin's energy and requires moderate focus to keep it up, but it doesn't impede her from other actions in any way, allowing her to freely use her other techniques. If she wants to, or needs to, the extra electrical power can be dismissed with just a second of focus, at which point it will flicker out almost immediately.

As a second part to the technique, Graowr can increase the charge time of the maneuver, taking four seconds to pour extra energy into it while still remaining stationary as in its standard activation, and produce a much more violent, powerful burst of electricity. The blast explodes out in a four meter radius, crackling lines of electricity and raw energy carving out a crater in the ground under her and violently assaulting everything within range. The onslaught lasts three seconds before burning out. Such an explosion of energy is quite draining to perform, and its stationary nature leaves it difficult at best to perform, but it is quite powerful. It cannot be used while the standard version of the aura is in use, and its stationary nature prohibits other techniques from being used at the same time. It can, however, be used while she is restrained or otherwise physically impeded, provided she can maintain focus for enough time to gather the necessary energy, making it useful for escapes of such situations.


Barrier -- 300 OM (Requires: Area Defense)
A defensive technique, intended to weather a barrage of weaker attacks or lessen the impact of more powerful ones. The result is a semitransparent, spherical barrier of blue energy just about two feet larger in diameter than the blue bubblegum creature is tall. It takes only half a second to activate the defense, at which point it springs to life in a flash of blue energy. The quick activation has a notable energy drain, and the focus to keep it up has her effectively rooted in place while it's active, though it does offer a serviceable defense against sudden attacks. It is durable, but only really designed to defend against basic projectile or melee attacks. Charged or stronger hits will break through it more easily. It can be held for up to ten seconds before dropping it.


Emperor's Blast -- 300 OM (Requires: Ranged, Area Attack)
An attack which packs a devastating punch, but with an energy drain to match, and serves primarily as a nasty surprise counter for anyone trying to get the drop on the azure abomination. Whenever someone closes in on her, Graowr can elect to deliver a massive blast of energy in their direction. It takes only a second to charge and prepare, and when unleashed reaches out to a distance of four meters, going from just over a foot wide where it leaves her hand to nearly three meters wide at its furthest point. The ensuing blast packs a major punch, and lasts for just under a second, but producing so much energy so quickly puts a nasty energy drain on it, enough that just a few uses can start to exhaust her, even from full strength, and after every use she needs a further three seconds to catch her breath and do more than just move at a walking pace. The sheer focus of the energy output requires she stay in one place, doing nothing more than jump or spin about to face the direction of her target before firing, until the blast is done firing.


Angry Explosion -- T2 Super Attack -- 800 OM (Requires: Ranged, Area Attack)
Graowr's eyes flash red, and her aura fades from blue to a deep, violent shade of pink as she gathers energy, steam jetting from the vent holes in her arms, and the ones hidden among her hair. Taking six seconds to gather energy, during which time she must maintain stationary, she finally erupts with a noise like a train whistle going off, steam blasting out in a huge cloud around her a split second before a massive burst of energy rips out from her. It spreads out to a maximum range of 20 meters in radius, in a complete sphere of energy the same dark pink as her aura. The explosion is fairly swift, reaching its maximum size in just one second, and lingering there, with several additional explosive 'pulses' for five full seconds before diminishing, shrinking and fading in size over two seconds back down to nothing. Graowr must remain stationary during the entire duration, and for a second afterward as she re-gathers her wits. It is an extremely powerful attack, but also extremely draining to use, only able to be performed a few times (as SP permits, being a super attack).


Shatter -- T2 Super Defense -- 800 OM (Requires: Hive Mind, Disassemble)
When there's a powerful attack coming that the majin knows she can't dodge or avoid by some other means, she falls back on one of the oldest tricks in her repertoire. To all casual observers, she just stands there and lets the attack come to her, and takes it full-on. When it does hit, she lets it blow her apart, scattering and spreading out into smoke and azure goop to diffuse the attack's impact on her to such a degree it becomes negligible. When the attack has run its course, she takes five seconds to pull herself back together (quite literally), the smoke and puzzles of goop all crawling and flowing back together until with a comical poof of light, she just pops back into existence, none the worse for wear. A little singed and scorched from the attack, maybe battered a little, but virtually undamaged.
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