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Omni Archive
Official Move Approval III - Printable Version

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Re: Move Approval III - Retane - 09-20-2015

ASSIST UPGRADE

FROM THIS

Tier 1 Assist
Mark of Lythia: Using the Mark of Lythia upon his arm, Retane summons forth a dark shadowy mist. From this mist he is able to call forth sentient beings of Lythia to his aid. The more he summons the weaker they are. At thecurrent time, a single blow to the Lythians can turn them back into the shadowy mist (This is for more Rp Fodder and such). Retane can resummon them after a bit of concentration, but consecutively doing so can be draining. He can choose which ones he summons when he summons them but they all follow the same stat pool making them weaker he more Lythians they are.

Currently Retane is only able to summon Arith and Inirtias.
ATK: 1
DEF: 1
SPD: 1
TEC: 2

Arith: A Lythian human warrior clad in golden armor, with a dragon helm who wields two sabers. Arith is quick and cunning with a peculiar personality.

Inirtias: A Lythian elf warrior clad in a green cloak and green and brown armor beneath. He wields a bow and a quiver of unending arrows, because he is a Shadow Mist Assist and draws off of Retane's energy.. The arrows are usually brown but can, some times, glow a light green hue, being slightly more powerful and representing Retane's Energy Blast.


TO THIS



Tier 1 Assist
Mark of Lythia: Using the Mark of Lythia upon his arm, Retane summons forth a dark shadowy mist. From this mist he is able to call forth sentient beings of Lythia to his aid. The more he summons the weaker they are. They use to just dissapear into smoke, now they can last for however many rounds or until they take so many hits. He can choose which ones he summons when he summons them but they all follow the same stat pool making them weaker the more Lythians they are.

Currently Retane is only able to summon Arith and Inirtias.
ATK: 1
DEF: 1
SPD: 1
TEC: 2

Arith: A Lythian human warrior clad in golden armor, with a dragon helm who wields two sabers. Arith is quick and cunning with a peculiar personality. No one knows it, but Arith has realized the secret...

Inirtias: A Lythian elf warrior clad in a green cloak and green and brown armor beneath. He wields a bow and a quiver of unending arrows, because he is a Shadow Mist Assist and draws off of Retane's energy.. The arrows are usually brown but can, some times, glow a light green hue, being slightly more powerful and representing Retane's Energy Blast.


Re: Move Approval III - Retane - 09-21-2015

Retane Wrote:Since I was over looked, I asked for some help and I changed a few things.

I own these already:

Profs Tonguehysical Strength, Ranged , Ranged Materialize, Remote Control, Homing
Powers; Master Acrobat, Super Jumping-Flying, Super Speed, Burst Movement,Enhanced Senses-Master,Telepathy

Empathy(300)- As his telepathic strength increases, Retane has developed an ability to pick up on a target's emotions to discern their possible intent and malice. Retane can sometimes reach out and seek their intent, but when their emotions and intent are great, Retane can passively recognize them.
-------

T1 Super Move(600 OM SP:1): Dark Reckoning( A Thousand Lashes; Torment of a Thousand Souls)- At one time, being the God of Death, even if he can't remember, Retane's subconscious is still linked to the dark planes. The Emerald Fiend reaches out to a hidden plane, where many souls suffer in torture and agony. He raises his hands to the sky, forcing a rip in time and space. From the tear above, a mass of dark purple energy begins to form. Screams of pain howl throughout rthe air only to be encased in the large orb as a fury of razor shap wind revolved around the the dark energy. When the moment is right, the orb launches at his target. Upon collision, the wind attempts to shred at anything in it's way, making a path for the Orb of Reckoning. As the dark energy hits it's target, it tries to onsume them physically and mentally. The target hears the cries of anguish of a thousand souls and is forced to see the pain and agony one unlucky soul had to feel...

--------

Burning Aura- Retane's aura represents his charged power and strength(As a DBZ character). The namekian also has other uses for it.
(300)He can use the aura as a burning sheild that tries to deflect enemies or projectiles from coming in contact with him.
(300)If he is close to his foe, he can grab them, allowing his aura to attack them while in the area. The damage is minor and controlled, as to not affect a friendly.
(300)Retane can charge and power up and his aura out to a one foot radius and make them stronger.

---

Don't know how to price it...

Hyper Death Barrage!(To be renamed)-(300?) Retane places his outstretched hands together out infront of of him. It takes around three seconds to charge. He releases the energy, sending a massive amount of tailed orbs at his target. Its strong and a draining attack.



Re: Move Approval III - Dean Winchester - 09-22-2015

Sigil Trap (300 OM)
Requires Debuff (have) and Area of Effect Attack (will need to get)

Dean's knowledge of the arcane has transcended its normal uses in the Omniverse. Using Devil, Angel, reper and other appropriately-themed traps, he can temporarily immobilize his opponents.

By spending a minute (or more) painting a large rune filled circle with blood (at least 5 foot in diameter), Dean sets the trap. The trap can be covered with other objects (such as rugs) to conceal it, if he has time. Other than sight, these traps are undetectable until activated. These traps can only be activated while Dean is physically present, up to about 10 feet away.

When (and if) the target enters the circle, the trap is activated. While within the active trap, the target cannot move outside of the trap or attack creatures THROUGH the trap. The trapped creatures still have full access to their moves and powers, so long as they do not require a direct line from inside the trap to their target. For example, a trapped person could use a Remote Controlled ability, but not shoot a gun.

If the image of the trap is damaged in a way that breaks the circle, the trap is instantly broken and its effects end. A trapped target can use attacks to destroy the material the trap is illustrated upon using any moves or powers they please. The trap does not reinforce or strengthen the material it is drawn upon in any way.


Re: Move Approval III - Shade - 09-22-2015

Quote: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.

The durability of Shade's replicas is relative to the number of replicas Shade has summoned. When Shade has only one Replica out, it is slightly less durable than herself. With two replicas, each is about 2/3's as durable as Shade. Three = ~1/3 Durability, Four and Five = ~1/4. As Shade must consciously control all five without other actions, no reduction in durability of the replicas is incurred when summoning a fifth.

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 clarify this more, as upon further thought, Minato never asked for clarification on the durability of the replicas.Soi add the following, marking with bold italics, to address that.

**Edited as per Chat conversation with Minato and waiting for conformation and approval of changes.


Re: Move Approval III - Demetri Malius - 09-22-2015

Swordbreaker(300, requires Physical Strength) This dagger-like tool takes three seconds to summon and can be used to parry most melee attacks and leave the enemy open for a counterattack. It is held in Demetri's off-hand and restricts chain use on that side. It can deflect a number of light physical attacks, but is close to useless if the blade or weapon does not have a side less than an inch wide. For more energetic attacks, the blade is less durable, and although effective at first, become close to useless as it parries more attacks.

Buckler(300, requires Physical Strength) A small circular shield, one-and-a-half feet in diameter, made of rare metal, takes three seconds to summon. This shield is made to deflect both physical and energetic attacks from both near and far, but is more suited against energy attacks due to its material, and is easily broken and bent after taking a few hard physical hits. the metal is soft like wood, but has some ind of special resistance to non-physical attacks. It is held in Demetri's off-hand and restricts chain use on that side.

King's Warpick(600, requires Physical Strength) This is Demetri's strongest weapon, requiring a full fifteen seconds to summon while standing still, thirty while moving, and is equipped in his dominant hand, disabling his steam chains on that side. This weapon has a short curved blade on one side to tear through flesh, and a spiked hammer on the other to break through armor. It is two-and-a-half feet long, the blade is five inches long, and the hammer's spike one inch long. Demetri can hold this weapon with both hands to greatly increase its strength, but is unable to use his steam chains at all.


Re: Move Approval III - Minato Namikaze - 09-23-2015

Shade Wrote:[b]The durability of Shade's replicas is relative to the number of replicas Shade has summoned. When Shade has only one Replica out, it is slightly less durable than herself. With two replicas, each is about 2/3's as durable as Shade. Three = ~1/3 Durability, Four and Five = ~1/4. As Shade must consciously control all five without other actions, no reduction in durability of the replicas is incurred when summoning a fifth.

This is fine to add in.


Re: Move Approval III - Jak Mar - 09-23-2015

Natural Claws- 300 OM( Requires Dark Jak ) Dark Jak's claws are sharp enough to pierce armor and Dark Jak's claws also spout dark eco electricity causing electricity to spout through a enemies body.

Tier 1 Powerup form

LIGHT JAK- 1000 OM Jak's ultimate defensive form. Jak turns translucent and pure bluish wings pop out of his back. Jak's eyes turn pure white. He can use a area shield, fly for a short distance by flapping his wings and slow time.

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

Tier 1 Super Move- Jak jumps in the air, a bluish glow surrounding Jak and he turns into a pure blue angelic form and blue translucent wings pop out of his back. A shield covers Light Jak allowing him to shoot a variety of shots at his opponents, the shots exploding on contact with the enemy. Jak can fly during this attack as well.


Re: Move Approval III - Undyne - 09-24-2015

Chomp (300): (Requires Physical Strength) Alexyana moves in and bites her opponent, combining the raw physical strength of her jaws with the pointy teeth in her maw to deal damage. While the move itself can deal great damage by piercing the bitten object and/or crushing it, it requires a mostly immobile target to be effective, as even when Alexyana opens her maw widely her effective reach and attacking area are fairly small. In addition, once who/what she wants to bite gets closer to her than a certain distance aiming becomes difficult as she cannot see things directly in front of her. Also, as she needs to move a great deal to get in position this attack is easy to predict.


Fire Storm (300): (Requires Ranged Proficiency, Area Attack Proficiency) Alexyana takes a deep breath and charges up magic power (this takes ~7-8 seconds) to ready her attack. Following that she's able to move to position herself, though she cannot do so for any longer than ~5 seconds (this can be skipped entirely). Finally, she bends forward and exhaling the air through her nostrils and maw along with a huge amount of flames. These engulf an area in front of her in a rough 40° cone and reaching up to 15 meters from their origin. Alexyana exhales air for ca. 3 seconds and the flames will burn out a further 3-4 seconds after having been exhaled. Also, the flames cover around 5 meters per second, so they reach their max. range just before burning out. The exception to this is if they latch on to something that they can burn, in which case they'll behave like normal fire. Alexyana is unharmed by the effects of her own flames even if she aims it at herself.
Fire Storm has two distinct weaknesses: first is its very long prep time, during which Alexyana has to remain mostly stationary and must focus to build up magic power. She can be interrupted during this prep time, causing her to cough and spew little flame bursts which are mostly harmless. Second, its limited range: even with the ability to reposition herself before attacking, foes can run out of her effective attack range (flame range + how much ground she can cover while positioning herself) and dodge the attack entirely. This attack is just about useless against foes with high range as they can stay clear of that effective range entirely.
Magma Inferno (+ 300): (Requires Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency) A different form to Fire Storm. The basic mechanics (charge-up, reposition, exhaling) and weaknesses are the same.
Magma Inferno is different in its effects however: rather than exhaling a stream of flames Alexyana spews out a large amount of molten rock which covers a 90° area in front of her, reaching ca. 2 meters in any direction. The molten rock also lingers in the area for ~4 seconds, thus burning the feet/boots of those that stand in it. It rapidly cools off and hardens up within those 4 seconds, becoming brimstone rock at the end of those 4 seconds and trapping things and people caught in it (such as the feet of her opponent if they stand in it). The brimstone is rather fragile and can be broken with blunt force to free oneself.


Re: Move Approval III - Minato Namikaze - 09-25-2015

Jak Mar Wrote:Natural Claws- 300 OM( Requires Dark Jak ) Dark Jak's claws are sharp enough to pierce armor and Dark Jak's claws also spout dark eco electricity causing electricity to spout through a enemies body.

Can the electricity be used to stun/ temporarily paralyze someone? if so you'll need the debuff proficiency. if it can stun, for how long?

Jak Mar Wrote:Tier 1 Powerup form

LIGHT JAK- 1000 OM Jak's ultimate defensive form. Jak turns translucent and pure bluish wings pop out of his back. Jak's eyes turn pure white. He can use a area shield, fly for a short distance by flapping his wings and slow time.

ATK: +1
DEF: +2
SPD: +1
TEC: +1
you would actually need to purchase Area Shield, Flight and Time manipulation to do any of the things that aren't part of the initial transformation

Jak Mar Wrote:Tier 1 Super Move- Jak jumps in the air, a bluish glow surrounding Jak and he turns into a pure blue angelic form and blue translucent wings pop out of his back. A shield covers Light Jak allowing him to shoot a variety of shots at his opponents, the shots exploding on contact with the enemy. Jak can fly during this attack as well.

Again, you would need flight and Area shield. Also, a Super move cannot attack and defend at the same time, and what I mean by that is, you can't have a Super move that functions as an attack and a defense at the same time. So you must chose, do you want this to be defensive? (Jak is covered by a shield that protects him) or do you want it to be offensive? (Jak is surrounded by a blue glow which fires [amount here] shots at the enemy, all of which explode on contact)

These examples don't have to be what the move does, I was just going off of the two separate, possible, things the move could do.



Alexyana Wrote:Chomp (300): (Requires Physical Strength) Alexyana moves in and bites her opponent, combining the raw physical strength of her jaws with the pointy teeth in her maw to deal damage. While the move itself can deal great damage by piercing the bitten object and/or crushing it, it requires a mostly immobile target to be effective, as even when Alexyana opens her maw widely her effective reach and attacking area are fairly small. In addition, once who/what she wants to bite gets closer to her than a certain distance aiming becomes difficult as she cannot see things directly in front of her. Also, as she needs to move a great deal to get in position this attack is easy to predict.
Approved at 300

Alexyana Wrote:Fire Storm (300): (Requires Ranged Proficiency, Area Attack Proficiency) Alexyana takes a deep breath and charges up magic power (this takes ~7-8 seconds) to ready her attack. Following that she's able to move to position herself, though she cannot do so for any longer than ~5 seconds (this can be skipped entirely). Finally, she bends forward and exhaling the air through her nostrils and maw along with a huge amount of flames. These engulf an area in front of her in a rough 40° cone and reaching up to 15 meters from their origin. Alexyana exhales air for ca. 3 seconds and the flames will burn out a further 3-4 seconds after having been exhaled. Also, the flames cover around 5 meters per second, so they reach their max. range just before burning out. The exception to this is if they latch on to something that they can burn, in which case they'll behave like normal fire. Alexyana is unharmed by the effects of her own flames even if she aims it at herself.
Fire Storm has two distinct weaknesses: first is its very long prep time, during which Alexyana has to remain mostly stationary and must focus to build up magic power. She can be interrupted during this prep time, causing her to cough and spew little flame bursts which are mostly harmless. Second, its limited range: even with the ability to reposition herself before attacking, foes can run out of her effective attack range (flame range + how much ground she can cover while positioning herself) and dodge the attack entirely. This attack is just about useless against foes with high range as they can stay clear of that effective range entirely.
Approved at 300

Alexyana Wrote:Magma Inferno (+ 300): (Requires Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency) A different form to Fire Storm. The basic mechanics (charge-up, reposition, exhaling) and weaknesses are the same.
Magma Inferno is different in its effects however: rather than exhaling a stream of flames Alexyana spews out a large amount of molten rock which covers a 90° area in front of her, reaching ca. 2 meters in any direction. The molten rock also lingers in the area for ~4 seconds, thus burning the feet/boots of those that stand in it. It rapidly cools off and hardens up within those 4 seconds, becoming brimstone rock at the end of those 4 seconds and trapping things and people caught in it (such as the feet of her opponent if they stand in it). The brimstone is rather fragile and can be broken with blunt force to free oneself.
I would make this an entirely separate move to Fire Storm, have the same set up as fire storm (maybe a little longer charge time because you're spewing magma) but just keep it as a separate move. since you can't switch modes to make it hold people in place, I'm going to say that its price is fine. Approved at 300



Dean Winchester Wrote:Sigil Trap (300 OM)
Requires Debuff (have) and Area of Effect Attack (will need to get)

Dean's knowledge of the arcane has transcended its normal uses in the Omniverse. Using Devil, Angel, reper and other appropriately-themed traps, he can temporarily immobilize his opponents.

By spending a minute (or more) painting a large rune filled circle with blood (at least 5 foot in diameter), Dean sets the trap. The trap can be covered with other objects (such as rugs) to conceal it, if he has time. Other than sight, these traps are undetectable until activated. These traps can only be activated while Dean is physically present, up to about 10 feet away.

When (and if) the target enters the circle, the trap is activated. While within the active trap, the target cannot move outside of the trap or attack creatures THROUGH the trap. The trapped creatures still have full access to their moves and powers, so long as they do not require a direct line from inside the trap to their target. For example, a trapped person could use a Remote Controlled ability, but not shoot a gun.

If the image of the trap is damaged in a way that breaks the circle, the trap is instantly broken and its effects end. A trapped target can use attacks to destroy the material the trap is illustrated upon using any moves or powers they please. The trap does not reinforce or strengthen the material it is drawn upon in any way.
Good thing I've seen supernatural a complete total of 3 times. So many factors could go wrong with this when actually trying to trap an opponent, so I see no problem with the current price. Approved at 300


Re: Move Approval III - Dawnika Snow - 09-27-2015

Kagetsume form two 300OM+form one 300 OM=600OM - Physical Stength is required
Kagetsume takes on his second form, a sheild roughly 2 feet tall, 1foot wide and 2 inches thick. Form two and one can be used in unison at expense to Dawnikas speed and strength. Taking hits with the shield can cause fatigue and pain to the arm it is used with. Dawnika can replace form one with form two to assume her defensive mode but this in turn leaves attack beyond fists and feet out of the questionong with being able to bash the shield against her opponent. Form two can be summoned between instant and 5 seconds although the close to instant it takes her to summon this form the less effective it will work. Can be smashed if it takes too much damage, and renders Dawnika without Kagetsume for a full 15 seconds while he recharges.


Re: Move Approval III - Schwi Dola - 09-27-2015

Desco Wrote: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.

This and some moves by other people have been skipped over.. 5 people including myself


Re: Official Move Approval III - The Rogue - 09-28-2015

Lupa: (Requires Ranged Profinciency, cost 300 OM)

A Glock 18 (caliber: 9mm) , full-auto (2 seconds to empty clip), uses sub-sonic bullets,has a laser attachment and it's magazine size is 33 bullets, not entirely accurate, it's bullet spread is aprox. 2 ft in vertical direction from intended target point. Is stored on my left hip, is holstered so that I can grab it with my right hand


Re: Official Move Approval III - Yu Kanda - 09-28-2015

Connor_Hound Wrote:Lupa: (Requires Ranged Profinciency, cost 300 OM)

A Glock 18 (caliber: 9mm) , full-auto (2 seconds to empty clip), uses sub-sonic bullets,has a laser attachment and it's magazine size is 33 bullets, not entirely accurate, it's bullet spread is aprox. 2 ft in vertical direction from intended target point. Is stored on my left hip, for is holstered so that I can grab it with my right hand

Hey Connor, its great that you are looking ahead for move approvals, but your application is still under review by our mod Minato. Your moves will be approved within this application. Please be patient while our mods tend to the applications.


Re: Official Move Approval III - The Rogue - 09-28-2015

Oh! Okay, I thought I had to approve all of my moves ><


Re: Move Approval III - Minato Namikaze - 09-28-2015

Desco Wrote:
Desco Wrote: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.

don't you already have these moves approved? didn't Omni do it Here?


Re: Official Move Approval III - Jaixe Furiael - 09-28-2015

Scythe Howl – 600 OM (Requires Area Attack Proficiency)
Jaixe conjures an orb of black and violet energy in the palm of his hand. He holds his open palm out with the orb toward his target and makes a sweeping, or swiping motion in front of him from side to side. An explosive wave is generated from the orb in his palm and is cast outward as he sweeps his hand, creating a curved, flat, wave in the shape of a scythe blade that surges forward at the target. He can swipe vertically, diagonally, or horizontally, and etcetera, as long as the line he draws with that motion is straight. The wave will continue on its path and not deviate after it is cast.

The ability requires a charge-up time of three seconds, but can be overcharged to five to allow Jaixe to use two scythe waves of energy. The ability can be held onto after charging, but this prevents him from using any other Moves while he holds it. If the orb is destroyed or dispelled, the ability is canceled without a return investment on the energy spent. The ability requires a mild investment of energy to cast, and has a five second break in between uses. The arcing wave generated is eight meters long, accounting for the curvature of the wave, and one-half of a meter tall. It travels at a speed akin to that of an arrow, at around one-hundred and forty meters per second.

When the wave hits something in its path, the segment of the wave that made contact with the object detonates with a violent pulse of black and violet energy. The segments of the wave which did not make contact continue onward, along that segment's original path until it does impact with something. This means that blocking or the use of cover will stop the wave, but the covering object may take damage from the hit. If the block or cover did not completely intercept the entirety of the wave, it is possible that an unblocked segment could hit its intended target.


Re: Move Approval III - Strazio Rockwell - 09-28-2015

Bumping this

Strazio Rockwell Wrote:Here are some moves for Strazio I'm looking to get approved

Cauterize (300)

[spoiler]Strazio control over energy allows him to sacrifice his own flesh for the explosive power within. He can do this on a much smaller scale and release a very small about of energy, enough to sear his own skin. When he is injured with a laceration or an open wound he can spend about two seconds concentrating, during which he can move but cannot attack. During these two seconds the cells around the open edge of the wound explode and cauterize the nearby cells, effectively sealing the blood vessels and staunching the flow of blood. This doesn't actually heal Strazio, and in fact might even impeded the later healing of certain wounds, all this does is staunch blood loss.[/spoiler]

Cataclysm (1000) Tier 1 Assist

[spoiler]ATK 2
DEF 0
SPD 2
TEC 1

After several moments of concentration several sinders (white-hot orbs of energy) spark and explode off Strazio. He creates 100 of these small orbs, only about three inches in diameter. These orbs attempt to stay within a twenty meter radius of Strazio. These sinders expire after getting hit by any attack, making area abilities very very effective against them. They can only cast Shatter, Shockwave, and Detonate and after attacking the sinder dissipates. These are mainly used as area control against fast melee enemies, creating a dangerous zone around Strazio.[/spoiler]

Overcharge (300) Physical Strength

[spoiler]Strazio momentarily pumps energy into his muscles, supercharging them and pushing them past the normal human limits. For five seconds Strazio's physical strength becomes insane, allowing him to lift and throw things far beyond his normal ability. This ability has no charge-up time, but it is incredibly draining and damaging to Strazio's body. After the effect fades, Strazio's muscles are ravaged and he physically becomes much weaker and moves slower than normal. He can only activate Overcharge once per fight unless he opts to take 2 points of damage at which point he can activate it again. Every activation after the first magnifies the refractory period and doesn't strengthen him as much as the original activation.[/spoiler]

Here is a move for Renji my alt.

Demon Lotus (600) Tier 1 Defensive Super Move - Physical Strength, Foresight, Enhanced Senses

[spoiler]Renji is unable to activate the Demon Lotus consciously. Instead the demon that possesses his body is on constant vigilance, ready to take temporary control over Renji's body in order to protect him. Should the demon notice an incoming super move, it'll take control of Renji's body and defend against the attack. Hundreds of large blades erupt from Renji in the direction of the attack, creating a lotus pattern with the center ready to absorb the blast. Melee attackers will be damaged by the blades should they charge into them. Ranged attacks are absorbed and refracted from the demonic blades and the attack rendered harmless. After defending against the attack, the blades retract and Renji is returned to control of his body.
Something like this - <!-- m --><a class="postlink" href="https://youtu.be/-OAj3guPjMs?t=90">https://youtu.be/-OAj3guPjMs?t=90</a><!-- m -->[/spoiler]



Re: Official Move Approval III - Zack Fair - 09-28-2015

Earth Materia - 300 OM
Requires Ranged Proficiency, Ranged Materialize, Area Effect
A fist sized, green orb that Zack can hold in one hand. By concentrating his spirit energy into the Materia and focusing on a certain area, Zack can cause a large rock formation to explode from the ground with lightning velocity. The rock is circular, with a five foot radius in every direction and is about six feet tall with jagged edges all around. Though the rock has points, they are not sharp enough to impale an enemy, and most of the damage it causes is blunt force. It takes Zack approximately five seconds to cast the spell, and he is unable to use it again for another ten seconds afterwards. About three seconds into the casting process, dirt will slowly rise in the targeted area, giving a clear indication that something is about to happen. Ten seconds after the spell is cast the rock crumbles and falls apart, leaving no indication it was ever there and no longer affects the terrain in a given area. Zack cannot cast the Quake spell without the Materia.

Poison Materia - 600 OM
Requires Ranged Proficiency, Ranged Materialize, Area Effect, Debuff
A fist sized, green orb that Zack can hold in one hand. By concentrating his spirit energy into the Materia Zack can summon a violent blast of poisonous energy in the air around a target area. It takes four seconds for Zack to summon the poison burst, and nine seconds between uses. The explosion covers a four foot spread, and is made of a liquid poison substance that drops to the ground and then vanishes. In the aftermath of the explosion, a green poison gas cloud hangs in the area for five seconds, and anyone that inhales fumes from the gas or the liquid burst will immediately feel the effects of the poison. Once poisoned, the target will temporarily have a hard time seeing and breathing, but it will wear off in about eight seconds after their last contact with the poison. Zack cannot cast the Bio spell without the Materia.

Braver - 600 OM (Tier 1 Offensive Super Move)
Physical Strength
Zack can gather energy from within himself and the environment around him and centralize it into a single object. Typcially this is the Buster Sword, but any weapon or even his fists can be super charged like this. The targeted object will appear surrounded by blue energy in a flame pattern. The next attack with whatever object he has charged with this energy will be fueled by this blue energy and cause devastating additional damage. It takes Zack six seconds to gather the energy, and although he can move around, he can't do much else while it is gathered. If he holds it without attacking for longer than fifteen seconds he will be unable to maintain it, and the energy will harmlessly dissipate. Though Zack can technically superpower a firearm with this move, it would only affect the gun itself, and not any bullets fired from it.

ShinRa Mk97 Sniper - 300 OM
Requires Ranged Proficiency
A sleek, black sniper rifle produced by ShinRa. Zack can materialize it from thin air through the use of Omnilium, since he has nowhere to store it and does not frequently use it. It takes about three seconds to make the weapon appear. The weapon comes with a bipod, and he must set it on the ground and lay prone to use the scope, as it is too much to simply blindly fire in any sort of tactical situation. It has a six round magazine, and rounds are fed into the chamber with a bolt action. Zack is not the most skilled sniper, so his maximum range is a little under 800 yards, and it can take several seconds to properly acquire the target in his scope.


Re: Official Move Approval III - Ash - 09-28-2015

Stunning Choker - 300 OM
In addition to sending electricity through her hands and feet, Ash can send currents through her tail. The best advantage point for this move is above the intended or unintended target, and hidden from view. She wraps her prehensile tail around the throat of her victim, and squeezes. Her tail is strong enough for balance, but lacks the strength to lift anything heavier than a gallon of milk. (9 lbs.) So to ensure the victim doesn't free themselves easily, instantaneously she sends electricity straight to the spinal cord at the base of the head and paralyzes them temporary from the face down. This also effectively attacks the vocal cords making them mute for the duration. If she doesn't dispose of the vulnerable soul, they can move again in 15 minutes, by then the fight should be over.


Re: Official Move Approval III - Kopaka - 09-28-2015

Taiepa o Whaiaro Tier 1 Defensive Super Move, Requires Area Shield Proficiency. 600 OM

Kopaka calls upon the power of the Kanohi Hau, the Great Mask of Shielding. After a 1.5 second activation period, a brilliant, electric blue veil of light surrounds Kopaka's entire body, granting him near unlimited protection to attacks of equal strength or lower. The shield only works, however, if Kopaka is able to see the attack coming, so sneak attacks and attacks from invisible opponents pass right through the Hau's shield. Kopaka can maintain the shield for 5 seconds.