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Omni Archive
Official Move Approval III - Printable Version

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Re: Move Approval III - Shade - 09-11-2015

I believe ToyBox Girl has a move that disregards that 1 hour limit


Re: Move Approval III - Minato Namikaze - 09-11-2015

Toy Box Girl's move could only copy a move 'permanently' if it costed the same amount that was spent on the move itself (which was 300 OM), meaning that she could only have 1 move 'permanently' copied at a time and this move could be over written at any time. Plus, she must have the Powers/ Proficiencies that the move would usually require to actually utilize said move. Which meant that she'd need to go and buy any said Powers or Proficiencies she needed to permanently copy a move.

Your move has no such stipulations and if you did want to do this, you'd need to have a set limit on how many moves you can permanently copy and would therefore need to spend more OM on Powers/ Proficiencies and this move to permanently copy any/more moves (Going off of the requirements for TBG's Move and the reasons it was approved in the first place).


Re: Move Approval III - Kakashi Hatake - 09-11-2015

This probably won't be an issue, but for the sake of transparency I'd like to change a move slightly. Basically making a dagger into a sword with no change in damage or anything. If I end up having to sell and re-buy the new version, that's also fine. I've bolded the changes.

White Light Chakra Saber (Physical Strength)
[spoiler][Image: v1OBR3c.jpg][/spoiler]
A tantō passed down to Kakashi from his father Sakumo, widely known as the White Fang of the Hidden Leaf. It bears a small, circular guard at the hilt and a straight, 12 inch blade composed of a special alloy. This metal (colloquially known as 'Chakra metal") absorbs the chakra of the user and channels it outward, emitting a streak of white light (a 'fang') when it is swung [ <!-- m --><a class="postlink" href="https://www.youtube.com/watch?v=FLdkgzW29OQ&t=1m5s">https://www.youtube.com/watch?v=FLdkgzW29OQ&t=1m5s</a><!-- m --> ]. This projects a few inches before fizzling out seconds later, serving to give it a bit more punch than your everyday dagger. Kakashi keeps this in a small sheath between his shoulder blades.

White Light Chakra Saber (Physical Strength)
[spoiler][Image: ABITo4H.jpg][/spoiler]
A chokutō-style sword forged from a (since broken) tantō passed down to Kakashi from his father Sakumo, widely known as the White Fang of the Hidden Leaf. The blade itself measures approximately 40 cm, with the entire sword being at about 70 cm. The sabre is guardless and composed of a special alloy (colloquially known as 'Chakra metal") that absorbs the chakra of the user and channels it outward, emitting a streak of white light (a 'fang') when it is swung [ <!-- m --><a class="postlink" href="https://www.youtube.com/watch?v=FLdkgzW29OQ&t=1m5s">https://www.youtube.com/watch?v=FLdkgzW29OQ&t=1m5s</a><!-- m --> ]. This projects a few inches before fizzling out seconds later, serving to give it a bit more punch than your everyday sword. Kakashi keeps this in a sheath between his shoulder blades


Re: Move Approval III - Shade - 09-12-2015

[spoiler]Shadow Puppetry (Require Remote Control Prof. and Foresight) - 300 OM
After physically strike a foe, Shade can summon a replica of them, gaining their strength to a degree. These replicas function as extensions of Shade's own body, taking as much concentration to move as a limb. Shade can maintain up to 2 replicas with minimal detriment to her concentration, with each additional replica adding strain to Shade's concentration to maintain all replicas, up to 5 maximum. Maintaining 5 replicas takes all her focus, and to do so she must remain rooted and cannot use any of her own moves, only those mimicked by the replicas.

As these replicas are extensions of Shade, they cannot act if Shade cannot command them. Essentially, if Shade is being mentally trick or immobilized so that she cannot act with her own body, she cannot act with the replicas. If Shade is knocked unconscious or put to sleep for even a split second, all replicas are dispelled. Shade can also dispel a replica at anytime, disappearing back into the shadows.

All replicas provide Shade with additional visual information, allowing her a larger field of vision. (Anything a replica can see with it's eyes, Shade can also see as if they were her own eyes.) All replicas can use, and be the source of, any of Shade's moves.

A replica forms from shadows, being summoned one of the following ways: The replica steps out of nearby shadows within 5 feet of shade, as if it had been waiting there the whole time, OR The replica steps out from directly behind Shade, as if it had been waiting there the whole time.


Your Nightmares are What You Make Them (Requires Mimic) - 300 OM
Any attack Shade experiences a foe use can be copied and used by Shade and her replicas. Shade and all currently summoned replicas can replicate these attacks.

This attack is performed with the same technical ability as a move copied by Mimic, and can only be used if Shade has a replica of it's original user summoned (To use a Move originally from a certain foe, Shade must have a replica of that foe summoned to use it in any capacity). Shade must also have all Powers and Proficiencies needed to perform the move. Any move(s) can be copied as long as the combined OM of the copied moves is less than or equal to the amount of OM spent on this move.

Your Biggest Fear is Yourself (Requires Shapeshifting and Suppression) - 300 OM
By shrouding herself in the power of a replica of a past foe, Shade can modulate her appearance and power signature to make it hard of others to notice that she's impersonating someone. Those with Sensory Powers would have an idea that something is off about her, depending the difference between her TEC and theirs.[/spoiler]

Updated and rewritten.

Oh, and just one more I came up with.

[spoiler]Shadow of a Memory (Requires Telepathy, Insight, Basic Fusion, Mimic, and "Your Nightmares are What You Make Them") - 300 OM
Shade fuses with a target and, if they willing open their mind for her to enter, she can dig through their memories and view any of the past fights they've had with other Primes. Using her powers of Insight along with her ability to Mimic the moves of others, Shade can store any moves or powers her fusion partner has witness during combat with another Prime. These can be added to roster of moves stored by "Your Nightmares are What You Make Them", but follow the same rules for storage as any she witnessed herself.[/spoiler]


Re: Move Approval III - Marcus Wright - 09-13-2015

Tier 1 Super Move There's a thorn on every rose (Requires Stealth, M32 Combat Knife and Flash Suppressed SubMachine gun)

Luger is a quick and stealthy woman. She prefers to kill with no noise and being unseen. From a distance, she can snipe silently but from close up, she uses Stealth and her M32 Combat knife to kill unseen.

Group Stealth (Requires Stealth)- 300 OM

Luger's stealth can expand around up to 2 members of her party. However, the bigger the party the less protection Luger can offer.

Make it Quick- 300 OM

(Not sure if this is rp fodder or not)- Luger's speed allows her to move at a quick pace usually up ladders, etc.


Re: Move Approval III - Schwi Dola - 09-13-2015

Minato Namikaze Wrote:Toy Box Girl's move could only copy a move 'permanently' if it costed the same amount that was spent on the move itself (which was 300 OM), meaning that she could only have 1 move 'permanently' copied at a time and this move could be over written at any time. Plus, she must have the Powers/ Proficiencies that the move would usually require to actually utilize said move. Which meant that she'd need to go and buy any said Powers or Proficiencies she needed to permanently copy a move.

Your move has no such stipulations and if you did want to do this, you'd need to have a set limit on how many moves you can permanently copy and would therefore need to spend more OM on Powers/ Proficiencies and this move to permanently copy any/more moves (Going off of the requirements for TBG's Move and the reasons it was approved in the first place).

All true. But the real drawback was that the moves she gained using it still had the Mimic Penalty (Less Skilled usage) and could be 'knocked off' (think how Kirby can drop his abilities by getting hit only without a chance to regain them)

The gain was that I had a move slot that could be swapped out for moves from other people without selling it.

I didn't really think of requiring all the Powers/Profs as 'drawbacks' so much as requirements to get anything to work.


Re: Move Approval III - Schwi Dola - 09-13-2015

Alternate Form (2000) - Natural State

Geno's natural form is that of a glowing yellow five point star about 1 foot in diameter which he could assume at any time leaving behind the Geno puppet, which he would need to get back into the Geno form. His natural state is not well suited to direct combat without additional power-ups.

Att: 0
Def: 0
Spd: 5
Tec: 5


Re: Move Approval III - Tearen Wover - 09-13-2015

Gravity Distortion (Requires Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency, Advanced Telekinesis) - 300 OM

Nealaphh takes three seconds to choose a point anywhere on the ground within 30 meters of itself and rapidly bend the gravitational field around that point within a 5 meter radius, causing the ground to rumble noticeably. Anyone caught in that area is immediately pulled to the ground as the gravity surges for three seconds.

While this does not cause any significant damage, it gives Nealaphh a chance to maneuver for a followup attack, or, any allies a free shot at the affected targects, provided they don't enter the gravity distortion as well. Anything that is not touching the ground during the distortion is unaffected by the change in gravity.


Re: Move Approval III - Minato Namikaze - 09-15-2015

Shade Wrote:Shadow Puppetry (Require Remote Control Prof. and Foresight) - 300 OM
After physically strike a foe, Shade can summon a replica of them, gaining their strength to a degree. These replicas function as extensions of Shade's own body, taking as much concentration to move as a limb. Shade can maintain up to 2 replicas with minimal detriment to her concentration, with each additional replica adding strain to Shade's concentration to maintain all replicas, up to 5 maximum. Maintaining 5 replicas takes all her focus, and to do so she must remain rooted and cannot use any of her own moves, only those mimicked by the replicas.

As these replicas are extensions of Shade, they cannot act if Shade cannot command them. Essentially, if Shade is being mentally trick or immobilized so that she cannot act with her own body, she cannot act with the replicas. If Shade is knocked unconscious or put to sleep for even a split second, all replicas are dispelled. Shade can also dispel a replica at anytime, disappearing back into the shadows.

All replicas provide Shade with additional visual information, allowing her a larger field of vision. (Anything a replica can see with it's eyes, Shade can also see as if they were her own eyes.) All replicas can use, and be the source of, any of Shade's moves.

A replica forms from shadows, being summoned one of the following ways: The replica steps out of nearby shadows within 5 feet of shade, as if it had been waiting there the whole time, OR The replica steps out from directly behind Shade, as if it had been waiting there the whole time.

I just want to address this part first.

So, After looking over this while I'm feeling better and more refreshed. I came to realize that being able to summon up to five shadow replicas of people would most likely count as a variable move. Fortunately, I think you could just add a charge time which says that the longer shade charges, the more shadows are summoned and that if shade breaks the charge time, or an opponent stops her charge time, Shade is limited to the use of the amount of shadows that had time to summon. The move would Cost 600 OM but I think it's fair. Now the charge time is up to you, but I would recommend something like 10 - 15 seconds (at minimum). This would mean that 1 shadow would be summoned every 2 - 3 seconds. I think this is appropriate because these shadows seem pretty strong.

Another thing I would fix is removing the part about gaining their strength, I know what you mean, but it may be a little confusing for other people and doesn't actually need to be there.

Also, make the part about only being able to use the copied moves a little more clear. I assume you mean that shade can only command the shadows to utilize copied moves (because if shade could do it while she is maintaining 5 shadow copies, that would break the staying still and concentrating limitation you put on yourself). So just make that part a little more clear.

Of course, if another Mod/ Admin want's to overrule me on this, then I'm sure they will. I am, after all, the baby staff at the moment [insert picture of baby minato here].


Re: Move Approval III - Shade - 09-15-2015

Minato Namikaze Wrote:
Shade Wrote:Shadow Puppetry (Require Remote Control Prof. and Foresight) - 600 OM
After physically strike a foe, Shade can summon a replica of them. These replicas function as extensions of Shade's own body, taking as much concentration to move as a limb. Shade can maintain up to 2 replicas with minimal detriment to her concentration, with each additional replica adding strain to Shade's concentration to maintain all replicas, up to 5 maximum. Maintaining 5 replicas takes all her focus, and to do so she must remain rooted and cannot herself use any move or power, only the replicas can; This includes any of Shade's moves as well as any she has Mimicked.

To summon a replica(s), Shade charges for up to 10 seconds, summoning 1 replica every 2 seconds until the desired number is reached. If Shade is interrupted during this time, the charge is stopped in it tracks, leaving Shade with the current amount summoned. As Shade is charging, replicas summoned by the current attempt can begin to defend Shade, allowing her to continue charging uninterrupted, but they can only defend as Shade cannot concentrate on offense and replica summoning.(I can add this additional clause if needed: If Shade wishes to summon more replicas while she already has any summoned, she must charge for 2 seconds for each replica currently out before more begin to form. ie: To summon more replicas with two already out, she must charge for 4 seconds before any more form.)

As these replicas are extensions of Shade, they cannot act if Shade cannot command them. Essentially, if Shade is being mentally trick or immobilized so that she cannot act with her own body, she cannot act with the replicas. If Shade is knocked unconscious or put to sleep for even a split second, all replicas are dispelled. Shade can also dispel a replica at anytime, disappearing back into the shadows.

All replicas provide Shade with additional visual information, allowing her a larger field of vision. (Anything a replica can see with it's eyes, Shade can also see as if they were her own eyes.) All replicas can use, and be the source of, any of Shade's moves.

A replica forms from shadows, being summoned one of the following ways: The replica steps out of nearby shadows within 5 feet of shade, as if it had been waiting there the whole time, OR The replica steps out from directly behind Shade, as if it had been waiting there the whole time.

I just want to address this part first.

So, After looking over this while I'm feeling better and more refreshed. I came to realize that being able to summon up to five shadow replicas of people would most likely count as a variable move. Fortunately, I think you could just add a charge time which says that the longer shade charges, the more shadows are summoned and that if shade breaks the charge time, or an opponent stops her charge time, Shade is limited to the use of the amount of shadows that had time to summon. The move would Cost 600 OM but I think it's fair. Now the charge time is up to you, but I would recommend something like 10 - 15 seconds (at minimum). This would mean that 1 shadow would be summoned every 2 - 3 seconds. I think this is appropriate because these shadows seem pretty strong.

Another thing I would fix is removing the part about gaining their strength, I know what you mean, but it may be a little confusing for other people and doesn't actually need to be there.

Also, make the part about only being able to use the copied moves a little more clear. I assume you mean that shade can only command the shadows to utilize copied moves (because if shade could do it while she is maintaining 5 shadow copies, that would break the staying still and concentrating limitation you put on yourself). So just make that part a little more clear.

Of course, if another Mod/ Admin want's to overrule me on this, then I'm sure they will. I am, after all, the baby staff at the moment [insert picture of baby minato here].

Updated and rewritten slightly.


Re: Move Approval III - Minato Namikaze - 09-15-2015

For Shadow Puppetry; I Would say that the way they summon are from steeping out from behind shade only, but other than that, this looks good to me. Approved.

Shade Wrote:Your Nightmares are What You Make Them (Requires Mimic) - 300 OM
Any attack Shade experiences a foe use can be copied and used by Shade and her replicas. Shade and all currently summoned replicas can replicate these attacks.

This attack is performed with the same technical ability as a move copied by Mimic, and can only be used if Shade has a replica of it's original user summoned (To use a Move originally from a certain foe, Shade must have a replica of that foe summoned to use it in any capacity). Shade must also have all Powers and Proficiencies needed to perform the move. Any move(s) can be copied as long as the combined OM of the copied moves is less than or equal to the amount of OM spent on this move.

Your Biggest Fear is Yourself (Requires Shapeshifting and Suppression) - 300 OM
By shrouding herself in the power of a replica of a past foe, Shade can modulate her appearance and power signature to make it hard of others to notice that she's impersonating someone. Those with Sensory Powers would have an idea that something is off about her, depending the difference between her TEC and theirs.

I will Approve Your Nightmares are What you make them because you are pretty much purchasing moves. Just make sure that you keep an updated list of moves in your roster (under this move). Also make sure to remember that you can only copy moves to the capacity of OM spent on this move itself. So at the moment, you can only copy one, basic, move permanently. and if you want to overwrite that move, make sure to update the list when you do so.

For Your Biggest Fear is Yourself, I will approve this as well. Although I would like to note that your TEC would have to be at least double an enemies TEC if they were to have no Idea you were impersonating another person. Otherwise they will know something's wrong with the person, but wouldn't know you're impersonating them. If your TEC is lower than an enemies, they will probably recognize it straight away (if their tech is double your TEC) or be able to tell in an acceptable time frame.


Re: Move Approval III - Dave Strider - 09-16-2015

Wumpa Fruit (300, Ranged) Crash keeps an large amount of wumpa fruit in his pockets, which he can throw as projectiles. Crash usually needs to stop for a second to throw the fruit, which can be thrown at the speed of a baseball. If Crash is moving, they can still be thrown, but at a much slower rate, and with less accuracy.


Re: Move Approval III - Okor - 09-17-2015

Septic Shiv Tier one offensive supermove (800 OM, requires Physical, debuff proficiencies)
With a brief hand motion, Okor summons the favoured weapon of Nurgle's Chosen: The Plague Knife. A cruelly barbed and twisted weapon, dripping with noxious slime, this rusted blade has ended many battles with a single swift motion. However, the virulence of the weapon only allows it to exist for a short period of time, allowing Okor to use it for a single blow before it dissipates back to whence it came. Upon striking a foe, the enemy is almost immediately afflicted by the infections harboured within its dread design. Fever, buboes, boils, necrosis, hemorrhaging, are all common symptoms. The strength of this infection varies, dependent on the unfortunate opponent struck. A mere mortal would quickly succumb and dissolve into a primordial sludge, whereas the more hardy would simply suffer a potent fever, its effects driving them into a blind rage. Of course, these symptoms are less effective against primes, and particularly resilient primes may shrug off infection altogether (Although they will still have a rather ragged wound).


Re: Move Approval III - Kakashi Hatake - 09-17-2015

I'll add this to my approval queue as well:

Raikiri (Tier 1 Super Move; 600 OM)
[Image: latest?cb=20110920125452]
Raikiri, also known as the Lightning Cutter, is an enhanced and perfected form of Kakashi's original technique, Chidori. Kakashi executes this attack by standing motionless and channeling a large amount of lightning-aligned chakra into his palm; the sheer amount and density of which is enough to cause the energy to become visible to the naked eye. As the shinobi continues to channel chakra an azure, luminescent orb is formed, crackling with electricity. After charging enough chakra (10-15 seconds), Kakashi then sprints forward at full speed and drives the strike into his opponent. This attack can prove devastating to unsuspecting foes if hit dead-on. Due to the large amount of chakra needed for this technique, Kakashi finds himself quite drained after using it and unable to use chakra-intensive moves again for a few moments. As the technique cannot be thrown or used at range, the user is left wide open to a counter attack if it is evaded or blocked. It is for this reason that this technique is most commonly used as a finisher.

EDIT: Ah what the hell, this one too:

Kaimon: Gate of Opening (Tier 1 Power-Up, 1000 OM)
After years of training and physical conditioning while among Konoha's Anbu, Kakashi has learned to control and manipulate the inner gates that regulate his chakra flow. As such, in times of desperation he is capable of opening the first gate, Kaimon: the Gate of Opening. Releasing this restriction allows him full use of his body's strength, a safeguard that is normally subconsciously regulated by his body to prevent damage to his muscle. Though this boosts his abilities to a supernatural level, the change cannot be maintained for long before accruing the aforementioned damage. While in this state, the user looks much the same as he does in a base state, except for a slight flushing of the skin and a nearly imperceptible haze near the surface of the skin as sweat begins to vaporize.

ATK: +2
DEF: +1
SPD: +1
TEC: +1


Re: Move Approval III - Zack Fair - 09-17-2015

Fire Materia - 300
Requires Ranged Proficiency
A fist sized, green orb that Zack can hold in one hand. By concentrating his spirit energy into the Materia he form a fireball in front of the Materia, and then fire it forwards. It takes about half a second to form the fireball. After that, it takes approximately five seconds between consecutive fireballs, while he summons up the energy to use it again. The fireballs move approximately the speed of an arrow, and cause a minor explosion on impact. Zack cannot cast the Fire spell without the Materia.

Ice Materia - 300
Requires Ranged Proficiency
A fist sized, green orb that Zack can hold in one hand. By concentrating his spirit energy into the Materia he can create a single icicle that measures about one foot long and six inches thick, though it narrows into sharp spikes at each end. The icicle takes about 3 seconds to fully materialize, and it is easy to identify because of the frost that swirls together before the Materia, regardless of environment. When it is ready he can shoot it straight forward, with the movement speed similar to an arrow fired from a bow, and also about the same piercing power. Upon impact with it's target, the icicle will be subject to the typical environmental conditions (ie: will melt quicker in warmer areas.) It takes approximately five seconds between creating icicles, while he summons up the energy to use it again. Zack cannot cast the Ice spell without the Materia.


Re: Move Approval III - Tartaros - 09-18-2015

Twin Hatchets - 300 OM - Requires Physical Proficiency

A pair of sturdy iron hand axes with pointed reverse ends, each with a wrapped linen grip and only around two and a half feet long. While lightweight and well-suited for rapid strikes, such tools are ill-suited to simple brute force, being better used for sweeping foliage, climbing or fighting in narrow spaces.

Stun Grenade - 300 OM - Requires Ranged Proficiency, Area Attack Proficiency and Debuff Proficiency

A reliable non-lethal weapon, the Stun Grenade has earned its reputation as a tool of bounty hunters and law enforcement.
Shaped like a small dark grey disk, upon forceful impact with a surface, the trap lets out a large and carefully calibrated
arc of electricity across a five-meter range. As the arcs of energy course through the target's nervous system, they fall
to their knees, writhing for some time as their muscles contract. Of course, on targets that lack nervous or muscular systems
such things will have little-to-no effect.

Long-Las - 600 OM - Requires Ranged Proficiency

A modified version of the standard-issue scoped Long-las, designed for larger hands. Being an energy-based weapon with a maximum effective range of around a kilometer, it is ideal for sniping due to the lack of bullet drop, long and reliability of the firing mechanism. In spite of these advantages though, the sheer heat of the beams fired easily wear out the extended barrel, so it requires frequent replacement.
In absence of the specialized "hot shot" ammunition and extended barrel required for sniping, the Long-las can also be
modified easily and loaded with normal lasgun batteries, drastically lowering damage and lowering range somewhat in exchange for increased rate-of-fire, shot capacity and an immense boost to reliability due to the simpler nature of the standard barrel and battery designs..

Wall of Steel - Tier 1 Defensive Super Move - Requires Physical Strength

Tartaros grabs onto his blade with both hands, before leaping forwards, slashing back and forth like a madman and creating
a wall of razor-sharp swipes. However there is a subtle method to the madness, advancing at an extremely slow pace as the rapid strikes in front of him protect from most potential attacks from the front and sides. However, the wanderer's concentration can be thrown by more advanced or simply numerous attacks.

Also, I believe these two moves have yet to be given a verdict, so I'll post them back up here (slightly edited) in case they get swept up in the tide of posts.

Quote:Combat Shotgun - 600 OM - Requires Ranged Proficiency

A pump shotgun, the weapon of choice for Imperial Guard drop troops, sappers and law enforcers. While not particularly adorned or specialized in any manner, the mechanism for the firearm is extremely simple and reliable, with malfunctions such as jams being an extreme rarity, even in the most hostile environments. While commonly loaded loaded with eight buckshot shells at a time, the shotgun can also be loaded with large brass-coated slugs, trading spread and loading speed for extra accuracy and damage.

Quote:Cluster Grenade - 300 OM - Requires Ranged Proficiency and Area Attack Proficiency

A commonly used anti-personnel explosive, the Mark VI cluster bomb can be a brutally effective tool when used against large groups of infantry, or as a harassment tool against armoured vehicles. Simplistic in concept, the explosive functions in much the same way as a normal fragmentation grenade, though with shells of highly concentrated napam jelly dispersed throughout the explosive materials that make up much of the grenade's structure. The resulting ignition causes the small projectiles to catch alight and be launched in across the 10 meter effective range of the blast, easily passing through wood and hide, though blocked rather easily by steel or concrete. While such a weapon is potentially devastating in the right hands, the results of an early ignition or a poor throw are obviously punishing.



Re: Move Approval III - Shade - 09-18-2015

Minato Namikaze Wrote:
Shade Wrote:Your Nightmares are What You Make Them (Requires Mimic) - 300 OM
Any attack Shade experiences a foe use can be copied and used by Shade and her replicas. Shade and all currently summoned replicas can replicate these attacks.

This attack is performed with the same technical ability as a move copied by Mimic, and can only be used if Shade has a replica of it's original user summoned (To use a Move originally from a certain foe, Shade must have a replica of that foe summoned to use it in any capacity). Shade must also have all Powers and Proficiencies needed to perform the move. Any move(s) can be copied as long as the combined OM of the copied moves is less than or equal to the amount of OM spent on this move.

I will Approve Your Nightmares are What you make them because you are pretty much purchasing moves. Just make sure that you keep an updated list of moves in your roster (under this move). Also make sure to remember that you can only copy moves to the capacity of OM spent on this move itself. So at the moment, you can only copy one, basic, move permanently. and if you want to overwrite that move, make sure to update the list when you do so.

Just for some clarification, from any Staffer who can help me, within the approved parameters of this move, I can add moves to my roster of moves copied with this at any later point right? As it was approved like this, without a clause pertaining to when I i could copy them as long as i had experienced it's use? I mean, I wouldnt change mid fight of course, but for example; I' plan to fight in the upcoming tourne in Camelot, but doubt I will have this move by that time. Would i be able to add any move i experienced their to my roster of copied moves after the fact when i can afford this move?


Re: Move Approval III - Cloud Strife - 09-18-2015

@shade, I would have asked this in the quick questions, but don't worry about it Tongue

To the main point! I consulted Proto about this, and his verdict was that there was no time limit to the actual copying part of Mimic, within reason. What I mean by that is, a few hours after the move is witnessed would be fine, but days after you witnessed the move wouldn't be allowed.


Re: Move Approval III - Shade - 09-18-2015

Shade Wrote:Shadow of a Memory (Requires Telepathy, Insight, Basic Fusion, Mimic, and "Your Nightmares are What You Make Them") - 300 OM
Shade fuses with a target and, if they willing open their mind for her to enter, she can dig through their memories and view any of the past fights they've had with other Primes. Using her powers of Insight along with her ability to Mimic the moves of others, Shade can store any moves or powers her fusion partner has witness during combat with another Prime. These can be added to roster of moves stored by "Your Nightmares are What You Make Them", but follow the same rules for storage as any she witnessed herself.

Just reposting this move, as Ed said he's going to leave it's approval to another Mod, which is fine by me, I just dont want it to get lost.


Re: Move Approval III - Proto Man - 09-19-2015

There has to a limit. Otherwise, to me this just seems like an excuse to be able to interchange the Mimic power with any other power or move at any point when it becomes relevant or useful in a sticky situation (which I don't really mind in a personal story, but if you're in a fight or a big story, it'd be borderline broken, since it'd let you get around ever really needing to buy Super Moves).

So there needs to be a hard, IC time limit or something.

Also remember that you'd need Symbiosis if the other person doesn't have fusion.