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Omni Archive
Official Move Approval III - Printable Version

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

Geno Wrote: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

Not sure what you'd want to do with a stat distribution like this, but yea, it's good.


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

Nealaphh Wrote: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.

Sounds good. Just be aware that someone with high physical strength might be able to resist the effects. Other than that: *thumbs up*


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

Crash Bandicoot Wrote: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.

How big is the fruit?

Other than that -- Approved.


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

Okor Wrote:Septic Shiv Tier one offensive supermove (600 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).

Bolded that part for emphasis. Other than that, it looks like a solid super move.


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

Kakashi Hatake Wrote: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

Good.


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

Zack Fair Wrote: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.

These both look pretty good to me.


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

Tartaros Wrote: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.

Good.

Quote: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.

What effect does this have on primes (ie - be more specific)

Quote: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..

So the standard version sacrifices rate of fire and clip size for being stronger than a normal bullet? (asking this for clarity)

Quote: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.

Good.

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.

So a shotgun? Solid. Approved.

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.

Seems fine to me.


Re: Move Approval III - Thaal Sinestro - 09-19-2015

Sledge's Hammer - 300 OM Requires Physical Proficiency, Area Attack

This huge, spiky hammer once belonged to the gang leader Sledge. It has an engine on top of it for some reason! When it's revved up and slammed into the ground, a shockwave blasts out to a MAXIMUM of a 5 foot radius. The more the Hammer is revved, the bigger the shockwave.


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

Can it still be used as a normal hammer?


Re: Move Approval III - Thaal Sinestro - 09-19-2015

Proto Man Wrote:Can it still be used as a normal hammer?
Not workout a shockwave, nah.


Re: Move Approval III - Kakashi Hatake - 09-19-2015

Proto Man Wrote:
Kakashi Hatake Wrote: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

Good.

Sweet. Many thanks, dude. Gonna bump this one so that it doesn't get buried a few pages back:

Kakashi Hatake Wrote: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

No rush at all.


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

Thaal Sinestro Wrote:Sledge's Hammer - 300 OM Requires Physical Proficiency, Area Attack

This huge, spiky hammer once belonged to the gang leader Sledge. It has an engine on top of it for some reason! When it's revved up and slammed into the ground, a shockwave blasts out to a MAXIMUM of a 5 foot radius. The more the Hammer is revved, the bigger the shockwave.

Approved at 600 (as I'm taking that sentence to mean it can be charged up longer for more damage)


Re: Move Approval III - Thaal Sinestro - 09-19-2015

Proto Man Wrote:
Thaal Sinestro Wrote:Sledge's Hammer - 300 OM Requires Physical Proficiency, Area Attack

This huge, spiky hammer once belonged to the gang leader Sledge. It has an engine on top of it for some reason! When it's revved up and slammed into the ground, a shockwave blasts out to a MAXIMUM of a 5 foot radius. The more the Hammer is revved, the bigger the shockwave.

Approved at 600 (as I'm taking that sentence to mean it can be charged up longer for more damage)
Sounds good to meeee


Re: Move Approval III - Trixie - 09-19-2015

[spoiler]
Quote:The Way of Lightning (Area Attack Proficiency, Remote control Proficiency, Ranged Proficiency, Debuff Proficiency)

Lightning is a powerful and devious ally to call upon. Much different than your typical force lightning this ability gives the user unprecedented control over Force Lightning. The basic function of the ability allows the practitioner to summon a single bolt of lightning from each finger tip. All of the fingers on the persons hand can be used or just one. The open palm form has a short to medium range and is moderately strong. It is instantly unleashed and primarily used to overwhelm an opponent or handle more than one person. However, when the user closes their chosen hand into a fist the ability takes on a more sinister form. Lightning begins from at the elbow and freely arcs around the users forearm before gathering at the fist. Slow to charge and rather deadly, the closed fist form allows the user to fire a single and very large bolt of lightning at medium to long range with deadly precision. The force of the blast pushes back hard on the users arm. The closed fist form is taxing on the body and if used repeatedly can result in physical burns on the conduit arm.
[/spoiler]

I'm reworking this move to lower the cost. It doesn't need to be as elaborate for Trixie's needs. The original priced at 1200 OM by Luffy is in the spoiler.

The Way of Lightning - Closed Fist ( Area Attack Proficiency, Ranged Proficiency)

Lightning is a powerful and devious ally to call upon. Much different than your typical force lightning this ability gives the user unprecedented control over Force Lightning. The Way of Lightning is a series of techniques that the ancient Sith slaves were taught by their Rakatan masters. Instead of generating lightning outward from the finger tips like Dark Jedi became accustomed to doing centuries later, The Way of Lightning uses Dark Side Energy to empower and supercharge the electric current in ones own body. The result is a more stable and powerful Force Lightning. The Closed Fist is the final technique and the most taxing. Lightning begins from the elbow and freely arcs around the users forearm before gathering at the fist. Slow to charge and rather deadly, the closed fist form allows the user to fire a single and very large bolt of lightning at medium to long range with deadly precision. The force of the blast pushes back hard on the users arm. The closed fist form is taxing on the body and if used repeatedly can result in physical burns on the conduit arm.


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

Approved at 300, just change 'rather deadly' to 'rather powerful'


Re: Move Approval III - Tartaros - 09-19-2015

Proto Man Wrote:
Tartaros Wrote: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.

What effect does this have on primes (ie - be more specific)

Eh? I thought I was pretty clear, it just keeps the target in place for a few moments. Here's a slightly edited version.

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 and unable to move for around ten seconds as their muscles contract. Despite how it may seem though, the process is relatively painless, barring some short stings. Of course, on targets that lack nervous or muscular systems such things will have little-to-no effect.

Quote:
Quote: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..

So the standard version sacrifices rate of fire and clip size for being stronger than a normal bullet? (asking this for clarity)

Rate of fire and shots per battery for range and damage, yeah.


Re: Move Approval III - Marcus Wright - 09-19-2015

Group Stealth- 1000 OM (Requires Stealth, Buff Proficiency)

Luger is able to allow expansion of her stealth to one more in her group, allowing for a better advantage against a large group of enemies.


Re: Move Approval III - Schwi Dola - 09-19-2015

Upgrade for purchasing Flight 0 OM cost? Removed height restriction to Levitate. Bolded changes, tiny font size for removed text.

Bodypart Yogsothoth (600) (Requires Remote Control Proficiency, Ranged Proficiency, Physical Strength, Malleability, Flight) - Desco exists as two parts which are inherently one. There is her small, little demon girl body and the tentacled monstrosity that usually floats behind her, referred to as Yogsothoth. While always physically separate from Desco, Yogsothoth is as much a part of her body as her arms or legs. Hurting Yogsothoth is the same as damaging Desco's arm or any other part of her body. Yogsothoth can move independently from Desco, consciously or unconsciously, and his tentacles are Desco's main weapons opening up as mouths, the edges where the tentacles open where the light and dark purples on her body meet making them jagged and are also razor sharp. They can also be used as bludgeoning weapons, slapping enemies instead of biting. Desco does not normally exhibit elastic properties except for her tail, she just can't do it, but Yog's many tentacles do stretch far and wide to attack, up close or at a fair distance away, up to 20 feet. Desco typically uses only the top two tentacles for any attack. (Consider that to stretch out and increase in size they draw in mass from the rest of of Yog, to follow the restrictions of Malleability)

Levitate (+300) - Yogsothoth can be summoned or dismissed at will, taking a few seconds to materialize. Yog is summoned in some position immediately next to Desco. While he is directly behind Desco she can float and move a few feet above the ground with only slightly more effort than walking or running, though Desco is typically pretty slow. Yogsothoth can even be, and often is, summoned through unconscious instinct.

Instinct (+300) (Requires Area Shield Proficiency) - Guided mostly through instinct, Yog watches through the many yellow eyes all over Desco's body, which Desco herself can't see through even to react to another's presence, and with that nearly 360 degree vision he can see most things coming and instinctively attempt to block though this is less speedy or effective than blocking consciously. When Yogsothoth blocks for Desco, consciously or by instinct, his skin hardens and Desco takes less damage as long as the block is successful.

There no strict distance where Yog cannot go away from Desco, however as Desco cannot see through the yellow eyes consciously she has no way to effectively tell Yog what to do when not in visual range, and Yog doesn't actually have a mind of his own. Without direction he simply fades out and back to Desco. Typically when he isn't just unsummoned, Yog rarely leaves Desco's side except for specific super moves.


Re: Move Approval III - The Dreamer - 09-19-2015

Quote:Shadow of a Memory (Requires Telepathy, Insight, Basic Fusion, Symbiosis, 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. Typically used outside of combat, and is performed rather quickly during these times, but may be performed in combat if Shade and her fusion partner are able to remain undisturbed for ten minutes.

Proto Man Wrote: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.

Alright. I meant it more for out of combat use anyway, as another avenue of power collection.


Re: Move Approval III - Black Mage - 09-20-2015

Tier 1 Offensive Supermove: Quake(Area Attack Proficiency)(600 OM)

The Black Mage kneels on one knee and places a hand on the ground, causing glowing runs to begin to form and expand around him in a 20 meter circle. When the circle is completed the Black Mage clenches his free hand into a fist and launches it at the ground, releasing a powerful wave of seismic energy around him throughout the created runes.

Aero(Ranged Proficiency, Debuff Proficiency?)(300 OM)

The Black Mage spins his hands across his wrists before bringing them together in a clapping motion, releasing a high-powered wind in a five meter wide cone in front of him. While only mildly damaging at best the attack comes out quick and throws significant force, knocking foes backward and away from the Black Mage to allow for some breathing room.

Bio(Ranged, Debuff Proficiency) (300 OM)

The Black Mage conjures a .1 meter wide green bubble that emits a rancid odor and launches it at a foe. Travelling at a pace slightly slower than an arrow for around 10 meters the bubble gives a foe a mild pain comparable in flavor to an acid burn on contact, but also transfers a virus not unlike the "common cold". Actions and motion become more and more fatiguing, while other symptoms such as mild sneezing or headaches may develop with extraordinary fatigue. Symptoms in Primes generally worsen for around five to ten minutes depending on the hardiness of the specimen before the symptoms gradually wear off in another five to ten minutes. Exposure to multiple bubbles will not worsen symptoms, but will "reset" recovery time.