Re: Official Move Approval III - Broly - 10-03-2015
Mercurius Shield -
The first improvement to the Omnilium Tallgeese. Four radial vents are installed on the forearm armor of the suits right arm. When activated by extending an open palm in the intended direction with the intent of using the shield, the vents open and create a medium sized particle barrier capable of providing limited cover to Noin and her suit. The shield can withstand minor punishment from small arms fire, but buckles quickly under heavy assault. It can be used in close combat, but would render the right arm incapable of being used offensively. The shield can only be sustained for a minute under normal operation, but each attack absorbed shortens that time as the Minovsky Reactor has to compensate for energy lost.
Re: Official Move Approval III - Ash - 10-04-2015
Ok, I'm back with ideas!
REVISED:
Stunning Choker - 300 OM
Ash wraps her tail around the victims neck, unable to lift anything heavier than 8 lbs, this only serves as a transfer point. While the tail is wrapped around the victim's neck, she shocks them with blue electricity, leaving them stunned. If heavier than 8 lbs - Which I'll always assume they are - Ash drops the body where it lands. She likes to be in high places for this move, but the tail is prehensile enough to hook their neck or head in mid swing and the electricity transfers instantaneously. With very little planning, she can get the job done.
NEW:
The Storm Demon's Catalyst (Ranged Weapon Prof.)(600 OM)
Dormant( = 300 OM): Catalyst is a hand gun designed, created, and summoned by Ash, from the depths of her mind. Its a sleek, slim, technological marvel. Its appearance seems straight out of sci-fi comic, long white barrel with slender black stripes. The grip was not only black and comfortable in her hand, but was lined with a finger print scanner, requiring some reprogramming if ever stolen. - Good luck with that. - The mini computer inside the gun requires the appropriate finger prints before it will fire, meaning its saftey is always online until Ash - Whom is the gun's current programmed shooter - intends to use it. Shock Proof, Water Resistant, and armed a digital scope makes this gun hard to beat. She can fire from short to mid-range without loosing accuracy or speed, and requires reloading after 15 shots. She is only surpassed by her sister, Calamity.
Engaged( = 300 OM): Catalyst requires sacrificed energy to transform from the operator, and then can be only used for five minutes before reverting and needing another charge. This is achieved by Ash sticking herself with a needle that is located on the left side where the safety switch would be. Which only react to her D.N.A. as long as she is the programmed operator.
This changes Catalyst into a sniper rifle, which can only fire what remains in the clip and cannot be reloaded until she reverts back in five minutes. Turning her into a long-range specialty weapon with more power and accuracy.
Appearance: http://img13.deviantart.net/e981/i/2013/114/6/3/real_time_sci_fi_gun_based_on_jim_svanberg_art_by_david_j-d62wn22.jpg
The Storm Demon's Calamity (Ranged Weapon Prof. DeBuff Prof.)(900 OM)
Dormant( = 300 OM): Calamity is a hand gun designed, created, and summoned by Ash, from the depths of her mind. Its a sleek, slim, technological marvel. Its appearance seems straight out of sci-fi comic, long black barrel with slender white stripes. The grip was not only white and comfortable in her hand, but was lined with a finger print scanner, requiring some reprogramming if ever stolen. - Good luck with that. - The mini computer inside the gun requires the appropriate finger prints before it will fire, meaning its saftey is always online until Ash - Whom is the gun's current programmed shooter - intends to use it. Shock Proof and Water Resistant makes this gun hard to beat. She can fire from short to mid-range without loosing accuracy or speed, and requires reloading after 15 shots. Superior to her sister Catalyst because of the added benefit of Debuffs.
Engaged( = 300 OM): Calamity requires sacrificed energy to transform from the operator, and then can be only used for five minutes before reverting and needing another charge. This is achieved by Ash sticking herself with a needle that is located on the right side where the safety switch would be. Which only react to her D.N.A. as long as she is the programmed operator.
This changes Calamity into a shot gun which can only fire the remaining of the clip and cannot be reloaded until she reverts back in five minutes. Turning her into a short-range specialty weapon with more power and damage.
Apperance:
http://40.media.tumblr.com/tumblr_m6k9uzamAL1qdqlkxo7_1280.jpg
Random Debuff( = 300 OM): In true Calamity fashion, she has a 50% chance to not just hit you as hard as she can. This is done for every shot made by Calamity, Dormant or Engage, hit or miss.
[spoiler]Coin Toss: On heads, nothing happens. On Tails: Debuff is added to the bullets.
Roll a D4 to determine Debuff:- Stunned(1) - For 6 seconds Electricity courses through your body,
- Slowed(2) - Calamity made sure that one hurt especially badly, slowing you down for 6 seconds.
- Poison(3) - That bullet, or spray, was covered in something toxic, you use extra energy for 6 seconds.
- Bleeding(4) - You barely dodged out of that one, now you leave a blood trail wherever you go, making it hard to hide.
Bleed is the only debuff that takes effect even if the shot missed. But only if the coin lands on tail, and the die lands on 4. It IS NOT an auto hit.[/spoiler]
Re: Official Move Approval III - Okor - 10-04-2015
Blight Grenade (Requires ranged proficiency, area attack proficiency, debuff proficiency, 600 OM)
A specially treated shrunken head hangs by Okor's hip, it's various openings sealed by a strange, unidentifiable yellow resin. Inside the leathery skin, and brittle bone, the cranium is filled with noxious gasses and virulent diseases. Upon using this move, Okor grabs his grenade, and making use of his impressive strength, hurls it at a foe up to 36 meters away. Upon impact with a solid surface (Such as a wall, the floor, or the target itself), the macabre casing is destroyed, sending fragments of infected bone scything through the air in a 5m radius. Once this initial detonation is complete, its cargo seeps through, flooding an area with a 5m radius with deadly toxins. In the event someone other than Okor enters the area, the diseases begin to strike, tightening the skin, restricting the breath, attempting to suffocate the foe. During this process, the veins on the infected turn black, as their hide sprouts disgusting boils.
This cloud of noxious gasses dissipates after 10 seconds.
Re: Official Move Approval III - Magus - 10-04-2015
Magus Wrote:Wither: (Ranged Proficiency, Debilitate Proficiency, Time Manipulation) By weaving negative energy into the space around an opponent, Magus can dramatically accelerate the passage of time around his victim, causing them to age decades in just seconds.
The victim is left old, frail, and vulnerable. Magus can capitalize on this by inflicting as much damage as possible against his weakened victim. Wither is an extremely draining technique, however, and can only be maintained for a few minutes at a time.
300OM (?)
Shadeflame: (Area Attack Proficiency) Magus can will a fiery explosion to burst to life from within himself, engulfing an area around him of up to fifty feet in an intense conflagration. After the initial firestorm fades, Magus can choose to remain on fire, making it dangerous for an opponent to get near enough to be burned.
I guess 600OM since it does two things.
Just bumping these I guess.
Also this!
Unyielding Malevolence: (Tier 1 Defensive Super Move, Phasing, Stealth) When the victim of an impending super move, Magus can vanish in a burst of purple-and-black smoke, obfuscating himself from the enemy and simply allowing whatever harm aimed at him to pass through him. Because he's temporarily hidden in a smokescreen, Magus can also use this opportunity to launch a surprise counter-attack.
Re: Official Move Approval III - Gildarts - 10-04-2015
magus is preparing.^
PREPARING FOR "IT" Dude they don't even know you are Eminem yet. I wonder how they will take the news.
Generally I don’t do debuff moves, but I feel like they will be cool/useful.
Also, I am pretty sure I’ll need ranged materialized eventually, if I do for this move, I don’t mind buying it now. Lastly, I haven’t made a move in FOREVER. *the horror* so don’t be afraid to tell me if I made it wrong or it needs some work. I’m always open for some help.
Tier two supermove: Aftermath 1200 (ranged proficiency, area attack, debuff)
Gildarts extends his right arm out and takes a breath, concentrating on the air around him, and the magic welling within. After around a minute to charge (and drains his energy when it is released), the energy is released into a huge wave of light, thicker than fog, and very bright. It extends from his hand as though it were a regular energy blast, but, it is formed to take out more than one enemy or one larger enemy at a time. (Good for size changing powerups).
Its size is around 7-10 feet in width, and the same in height. In shape, it is similar to a huge rectangle of energy, but when it is freed from his hand, it no longer grows in size. As it passes into people, it slams them with a tremendous force. When it hits them square on, it mainly impacts the torso, and while it doesn’t knock the opponent(s) back, the force supplied will cause them to be disoriented for one to three minutes.
I may post some more later. This is what I have for now.
Re: Official Move Approval III - The Kid - 10-04-2015
Move: Cael Hammer (Requires Physical Strength - Cost=300)
The Kid's best friend, a hammer weighing twelve pounds at the head. This weapon takes plenty of time to build up strength with for a good swing. But if it connects, well. It was designed to be used for demolishing wooden structures.
[spoiler] [/spoiler]
Move: Breakers Bow (Requires Ranged Proficiency - Cost=300)
For this huge, red longbow. It's a challenge for a great man to even string it. Let alone use it effectively. Still, the kid has mastered the use of this. It fires huge arrows that are fifteen inches long. Just pulling the string back takes atleast three seconds with speed 1. Mitigated with the users speed stat increasing. Meaning it is a very poor weapon to reach for when the enemy is near. Very accurate.
[spoiler] [/spoiler]
Super move: Calamity Cannon (Requires ranged proficiency, requires area attack proficiency.)
The Kid takes out an unholy cannon that was never meant to be used, made by Ruck's after his world fell apart. After a three second charge up he fires an orb of chaotic energy. This energy is about the size of a dodge ball and fly's at the speed of such a ball given a furious throw. On impact it explodes. A six meter area is charred and jagged black rocks pierce up from below with a small fiery blast. These are roughly four and a half meters tall and shoot out with brutal speed. If this attack deals enough damage to kill an opponent then their body will not be pieced by the spikes. They will simply become a stone statue (normally with a terrified expression) Ten seconds later they will turn into dust and blow away in the breeze. Not a weapon to be taken lightly, is so large it must be carried over the shoulder.
[spoiler] [/spoiler]
Re: Official Move Approval III - Minato Namikaze - 10-04-2015
Desco Wrote:Adding Flight Requirement, removing the restriction that she could only levitate ' 'and move a few feet ' above the ground '. Levitating at any point in the air.
Adding flight into the list of requirements is fine. But the utility of actually flying and just levitating a few feet above the ground, I feel, is much different. You will need to refund and then re-purchase your move, Levitate.
The New Version Wrote:Ururu
Cost: 600 Om
Requires: Remote Control Proficiency, Hive Mind, Shape Shifting, Shapeshifting
The base technique to which Ururu made her life and lies with. Through a series of hand seals and channeling of chakra Ururu can bring life to lifelessness, and generate a single durable replica of herself within a moment. Appearance and Clothing alternations will extend the duration of the technique’s casting; the more significant the change the more effort must go into it. Unlike normal shape shifting however this transformation of the clone becomes its base appearance and any new appearances/apparel require the producuction of a new clone.
Combat effectiveness matches the user’s own in terms of skills and physical ability provided they assume direct control (read the user is committed to continuous concentration and limited movement). Autonomous use though personas (artificial personalities) is ineffective in combat without Tiered Assist to power their bodily functions beyond existing, a target, as a meat shield, or an authentic corpse. Said corpse will remain upon death to decay or until dismissed by the user. Range does not extend beyond the verse’s borders in which the user currently occupies.
The cost of this technique is a single decent payment of chakra that can be staggering if used several times in a short period consecutively.
Just having a clothing switch is fine. But if you can summon clones with weapons (and different weapons) then each different clone, with a different weapon, would have to be it's own move/ upgrade to twin sacrificial rebirth.
Quote:Immortality - Soul Transference
Cost: 300 Om
Requires: Remote Control Proficiency, Hive Mind, Shape Shifting, Shapeshifting
With this technique the user unlocks their Network Interface Seal and targets a clone within range of their control. Upon doing so the user leaves behind their body and enters that of targeted vessel, such as the Twin Sacrificial Rebirth or similar. Unfortunately due to the nature of Omnilium and its interaction with chakra and this technique any current injuries the user has are reproduced upon entering into the new body. Furthermore while this technique is instantaneous, it leaves the user physically weakened for a few seconds as any chakra they carry with them is redistributed into the new body. The previous body is subsequently considered a clone and can be loaded with a persona as desired or left without.
I'm assuming Ururu can permanently transfer her Consciousness into this clone? if so, then the clone she does this with will have to be an exact Replica of herself.
Lucrezia Noin Wrote:Mercurius Shield -
The first improvement to the Omnilium Tallgeese. Four radial vents are installed on the forearm armor of the suits right arm. When activated by extending an open palm in the intended direction with the intent of using the shield, the vents open and create a medium sized particle barrier capable of providing limited cover to Noin and her suit. The shield can withstand minor punishment from small arms fire, but buckles quickly under heavy assault. It can be used in close combat, but would render the right arm incapable of being used offensively. The shield can only be sustained for a minute under normal operation, but each attack absorbed shortens that time as the Minovsky Reactor has to compensate for energy lost.
The requirements for this would be Area Shield. I know you already have it, but it's always good to list the Power and Proficiency requirements for a move Approved once Area Shield is added to the Prof/Powers requirements.
Ash Wrote:Ok, I'm back with ideas!
REVISED:
Stunning Choker - 300 OM
Ash wraps her tail around the victims neck, unable to lift anything heavier than 8 lbs, this only serves as a transfer point. While the tail is wrapped around the victim's neck, she shocks them with blue electricity, leaving them stunned. If heavier than 8 lbs - Which I'll always assume they are - Ash drops the body where it lands. She likes to be in high places for this move, but the tail is prehensile enough to hook their neck or head in mid swing and the electricity transfers instantaneously. With very little planning, she can get the job done.
How long does Ash shock the opponent for? This requires debuff proficiency ,for the stun effect, and Physical strength. How long are they stunned for?
Quote:The Storm Demon's Catalyst (Ranged Weapon Prof.)(600 OM)
Dormant( = 300 OM): Catalyst is a hand gun designed, created, and summoned by Ash, from the depths of her mind. Its a sleek, slim, technological marvel. Its appearance seems straight out of sci-fi comic, long white barrel with slender black stripes. The grip was not only black and comfortable in her hand, but was lined with a finger print scanner, requiring some reprogramming if ever stolen. - Good luck with that. - The mini computer inside the gun requires the appropriate finger prints before it will fire, meaning its saftey is always online until Ash - Whom is the gun's current programmed shooter - intends to use it. Shock Proof, Water Resistant, and armed a digital scope makes this gun hard to beat. She can fire from short to mid-range without loosing accuracy or speed, and requires reloading after 15 shots. She is only surpassed by her sister, Calamity.
Engaged( = 300 OM): Catalyst requires sacrificed energy to transform from the operator, and then can be only used for five minutes before reverting and needing another charge. This is achieved by Ash sticking herself with a needle that is located on the left side where the safety switch would be. Which only react to her D.N.A. as long as she is the programmed operator.
This changes Catalyst into a sniper rifle, which can only fire what remains in the clip and cannot be reloaded until she reverts back in five minutes. Turning her into a long-range specialty weapon with more power and accuracy.
Appearance: http://img13.deviantart.net/e981/i/2013/114/6/3/real_time_sci_fi_gun_based_on_jim_svanberg_art_by_david_j-d62wn22.jpg
What is the rate of fire for both the Hand gun and the Sniper Rifle? How long does it take Ash to summon the weapon and how long does it take for the hand gun to transform into the sniper rifle?
Quote:The Storm Demon's Calamity (Ranged Weapon Prof. DeBuff Prof.)(900 OM)
Dormant( = 300 OM): Calamity is a hand gun designed, created, and summoned by Ash, from the depths of her mind. Its a sleek, slim, technological marvel. Its appearance seems straight out of sci-fi comic, long black barrel with slender white stripes. The grip was not only white and comfortable in her hand, but was lined with a finger print scanner, requiring some reprogramming if ever stolen. - Good luck with that. - The mini computer inside the gun requires the appropriate finger prints before it will fire, meaning its saftey is always online until Ash - Whom is the gun's current programmed shooter - intends to use it. Shock Proof and Water Resistant makes this gun hard to beat. She can fire from short to mid-range without loosing accuracy or speed, and requires reloading after 15 shots. Superior to her sister Catalyst because of the added benefit of Debuffs.
Engaged( = 300 OM): Calamity requires sacrificed energy to transform from the operator, and then can be only used for five minutes before reverting and needing another charge. This is achieved by Ash sticking herself with a needle that is located on the right side where the safety switch would be. Which only react to her D.N.A. as long as she is the programmed operator.
This changes Calamity into a shot gun which can only fire the remaining of the clip and cannot be reloaded until she reverts back in five minutes. Turning her into a short-range specialty weapon with more power and damage.
Apperance:
http://40.media.tumblr.com/tumblr_m6k9uzamAL1qdqlkxo7_1280.jpg
Random Debuff( = 300 OM): In true Calamity fashion, she has a 50% chance to not just hit you as hard as she can. This is done for every shot made by Calamity, Dormant or Engage, hit or miss.
[spoiler]Coin Toss: On heads, nothing happens. On Tails: Debuff is added to the bullets.
Roll a D4 to determine Debuff:- Stunned(1) - For 6 seconds Electricity courses through your body,
- Slowed(2) - Calamity made sure that one hurt especially badly, slowing you down for 6 seconds.
- Poison(3) - That bullet, or spray, was covered in something toxic, you use extra energy for 6 seconds.
- Bleeding(4) - You barely dodged out of that one, now you leave a blood trail wherever you go, making it hard to hide.
Bleed is the only debuff that takes effect even if the shot missed. But only if the coin lands on tail, and the die lands on 4. It IS NOT an auto hit.[/spoiler]
Same as the above move, Also, this move will cost 600 at base if both pistols - from the two separate moves - are two separate weapons (that's how you've got this set up at the moment). Also, I'm going to say that the dice roll mechanic isn't allowed as it seems too Gamey. You are allowed to keep any debuff effects you wish to, but they will all have to be different modes for the gun and they will each cost an extra 300 OM each.
Okor Wrote:Blight Grenade (Requires ranged proficiency, area attack proficiency, debuff proficiency, 600 OM)
A specially treated shrunken head hangs by Okor's hip, it's various openings sealed by a strange, unidentifiable yellow resin. Inside the leathery skin, and brittle bone, the cranium is filled with noxious gasses and virulent diseases. Upon using this move, Okor grabs his grenade, and making use of his impressive strength, hurls it at a foe up to 36 meters away. Upon impact with a solid surface (Such as a wall, the floor, or the target itself), the macabre casing is destroyed, sending fragments of infected bone scything through the air in a 5m radius. Once this initial detonation is complete, its cargo seeps through, flooding an area with a 5m radius with deadly toxins. In the event someone other than Okor enters the area, the diseases begin to strike, tightening the skin, restricting the breath, attempting to suffocate the foe. During this process, the veins on the infected turn black, as their hide sprouts disgusting boils.
This cloud of noxious gasses dissipates after 10 seconds.
This isn't a variable move, it has two effects, but you don't have any control over which one the grenade is going to utilize at the time, they both activate no matter what. 300 OM is fine. How long do the lingering effects last (boils and chocking symptoms, etc.)?
Re: Official Move Approval III - Trixie - 10-04-2015
Lucrezia Noin Wrote:Mercurius Shield - (Area Attack Proficiency)
The first improvement to the Omnilium Tallgeese. Four radial vents are installed on the forearm armor of the suits right arm. When activated by extending an open palm in the intended direction with the intent of using the shield, the vents open and create a medium sized particle barrier capable of providing limited cover to Noin and her suit. The shield can withstand minor punishment from small arms fire, but buckles quickly under heavy assault. It can be used in close combat, but would render the right arm incapable of being used offensively. The shield can only be sustained for a minute under normal operation, but each attack absorbed shortens that time as the Minovsky Reactor has to compensate for energy lost.
So is it going to be 300 OM? Thanks Minato.
Re: Official Move Approval III - Minato Namikaze - 10-04-2015
Trixie Wrote:Lucrezia Noin Wrote:Mercurius Shield - (Area Attack Proficiency)
The first improvement to the Omnilium Tallgeese. Four radial vents are installed on the forearm armor of the suits right arm. When activated by extending an open palm in the intended direction with the intent of using the shield, the vents open and create a medium sized particle barrier capable of providing limited cover to Noin and her suit. The shield can withstand minor punishment from small arms fire, but buckles quickly under heavy assault. It can be used in close combat, but would render the right arm incapable of being used offensively. The shield can only be sustained for a minute under normal operation, but each attack absorbed shortens that time as the Minovsky Reactor has to compensate for energy lost.
So is it going to be 300 OM? Thanks Minato.
If the shield is one size then yes 300, if the shield can change size to cover the whole suit, then it'll be 600
Re: Official Move Approval III - Trixie - 10-04-2015
One size. Thanks again.
Re: Official Move Approval III - Ash - 10-05-2015
TOO SPREAD OUT! xD
Starting with Stunning Choker:
-I will edit in the required Proficiency(s), but do have both.
-The shock instantaneous and only for an instant, as that feels like enough time to transfer the electricity to the spinal cord where I think the stunning would be most effectively directed.
-How long is the stun? Uh.. 8 seconds? (Its hard to find that sweet spot when stunning someone is effective but not too long.)
The Storm Demon's Calamity and Cataclysm:
-Firing Rate: Both Hand Guns fire at the rate of 1 per 2 seconds; For the Sniper Rifle there's a lot of planning to a careful shot, but in the case she might need multiple shots, 1 per 3 seconds, and the Shotgun 1 per 2 seconds.
-Summoning: If she summons them both its 5 minutes, if separated, its 3 minutes.
-Engaging: Calamity(Shotgun) Takes 30 seconds, so she can be used in the battlefield, however Cataclysm(Sniper) takes a whole minute to transform. (And on that note, I want to reduce the time limit for the guns to only 3 minutes)
Debuff
While I am sad about no randomly chosen Debuffs, I understand. So instead, I will submit the ideas in ammo types, if I may.
(This would change Calamity a bit too.)
Blood Trail (Requires Debuff Proficiency and The Storm Demon's Calamity)- 300 OM
In true Calamity fashion, theses shots are especially harsh and even the littlest flesh wound created by these shots take 3 times longer to heal and will continue to leave a trail of blood behind, making it hard for the inflicted to hide.
Revised:
The Storm Demon's Calamity (Ranged Weapon Prof.)(600 OM)
Dormant( = 300 OM): Calamity is a hand gun designed, created, and summoned by Ash, from the depths of her mind. Its a sleek, slim, technological marvel. Its appearance seems straight out of sci-fi comic, long black barrel with slender white stripes. The grip was not only white and comfortable in her hand, but was lined with a finger print scanner, requiring some reprogramming if ever stolen. - Good luck with that. - The mini computer inside the gun requires the appropriate finger prints before it will fire, meaning its saftey is always online until Ash - Whom is the gun's current programmed shooter - intends to use it. Shock Proof and Water Resistant makes this gun hard to beat. She can fire from short to mid-range without loosing accuracy or speed, and requires reloading after 15 shots. Superior to her sister Catalyst because of the added benefit of Debuffs.(They are on equal footing now.)
Engaged( = 300 OM): Calamity requires sacrificed energy to transform from the operator, and then can be only used for three minutes before reverting and needing another charge. This is achieved by Ash sticking herself with a needle that is located on the right side where the safety switch would be. Which only react to her D.N.A. as long as she is the programmed operator.
30 Seconds after sticking herself with the needle, Calamity changes into a shot gun which can only fire the remaining of the clip and cannot be reloaded until she reverts back in three minutes. Turning her into a short-range specialty weapon with more power and damage.
Apperance:
http://40.media.tumblr.com/tumblr_m6k9uzamAL1qdqlkxo7_1280.jpg
Re: Official Move Approval III - Minato Namikaze - 10-05-2015
@Zack Fair; Earth Materia, Posion Matera and Braver
All three are approved, and I would say yes, in Events like DA (Where he wouldn't have his Buster Sword) it would be rendered useless... but isn't that the fun of those events? :pink:
Jaixe Furiael Wrote:Quote:Scythe Howl – 300 OM (Requires Area Attack Proficiency)
[spoiler]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. 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 twelve second cooldown in between uses. The arcing wave generated is six meters long, accounting for the curvature of the wave, and one-half of a meter tall (.5 meters). 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.[/spoiler]
I removed the double-charge ability to reduce the cost of the ability to 300 OM rather than 600. It can no longer charge up to fire two waves, only one. Might change it back in the future when I am not on a budget.
With the moves dimensions, when you say 6 meters long, you mean from curved point to point right? Also when you refer to it's height, do you mean how thick the wave of energy is? This also Requires Ranged Proficiency. Also, don't you think six meters is a bit large? considering that the average person is roughly one third of that size. You can keep it if that's what you want. I'm just here to make sure 
Quote:I'm also tossing in an extra move for covering basic defenses. This should do nicely:
Dark Ward – 300 OM
Jaixe crosses one or both of his arms in front of himself and rapidly channels black-purple energy in the form of flames through it. With that energy, he projects a series of dark violet hexagons in a closely-fit pattern, attempting to block whatever attack may be inbound.
Dark Ward requires only a second to charge, allowing it to be used rapidly. It has a mild energy cost, and lasts for only two seconds. It is fragile, capable of taking a single average strike, or a couple weak ones, before shattering. Stronger attacks would shatter the barrier without much damage being mitigated. The barrier is conjured one foot in front of him, and has a width and a height of three feet each.
How large is this shield? If this is greater than three feet in diameter, then you need Area Shield for it.
Demetri Malius Wrote:Changing Steam Chains to Steam Blades, mostly adding a bit of detail and changing aesthetics.
FROM:
Quote:Steam Chains(600 Requires Ranged Proficiency, Master Acrobat)
On each arm, Demetri has a device that is able to shoot out chains, each of which is able to have a different weapon attached to its end. The chains are retractable and take ten seconds to generate while in their holders, moving or not moving, and once functional, can be instantly shot out. They have a reach of ten meters but become less effective when his target gets close than a meter. Demetri can also used his chains to deflect light physical projectiles, but can also deflect energy projectiles at the cost of damaging the chains. When the chains are damaged or destroyed, they must retreat back into their mechanism for repairs before they can be fully functional again. The time spent repairing is proportional to the damage given to the chains. Light damage by reflecting a single energy projectile takes a full two seconds to repair, meaning the chains can take 5 energy hits before being destroyed, taking a full ten seconds for repair. With acrobatic skills, the chains can be used as a tool for maneuverability and mobility, allowing him to grasp or hook onto poles and buildings(depending on the attachment) to allow him to swing himself for extra force and speed. Demetri can also grasp objects and people(limbs and neck only) with his chains and pull them towards him. However, grasping foes with the chains pose a risk, as they can also use the chain to pull him before he gets the chance to do so to them(mostly those with higher speed), which can serve as a disadvantage
Kunai- The default attachment for the chains. They cause a small amount of damage but can be much more damaging if they hit a critical point on the enemy. It is mostly used for maneuverability and grappling.
TO:
Chain Blades(600 Requires Ranged Proficiency, Master Acrobat)
On each arm, Demetri has a device that is able to shoot out chains, each of which is able to have a different weapon attached to its end. The chains are retractable and take ten seconds to generate while in their holders, moving or not moving, and once functional, can be instantly shot out. They have a reach of ten meters but become less effective when his target gets close than a meter. When the chains are damaged or destroyed, they must retreat back into their mechanism for repairs before they can be fully functional again. The time spent repairing is proportional to the damage given to the chains. Minor damage takes a few seconds to repair, heavy damage can take up seven, and the full ten if the chains are completely destroyed. With acrobatic skills, the chains can be used as a tool for maneuverability and mobility, allowing him to grasp or hook onto his surroundings(dependent of attachment), and give himself a boost in speed and mobility, as well as extra force in attacks. Demetri can also grasp objects and people with his chains and pull them towards him. However, grasping foes with the chains pose a risk, as they can also use the chain to pull him before he gets the chance to pull them in.
Blade - Default attachment for chains. The Blade attachment is a thing one inch wide blade that sharpens to a point. Primary uses include grappling objects and edges of buildings and poles, but is useless for scaling up flat building or walls with nothing to grasp. Best used for maneuverability and speed, as it causes minor damage.
Also found an epic picture for them 
As I said, mostly aesthetic, made some parts a bit simpler to understand, but overall is the same. Just making sure I am not doing anything I shouldn't.
Alsooo, I was wondering if I can get a refund on the move Kunai, which is below.
Quote:Kunai(600, Requires Ranged Proficiency, Enhanced Senses)
Demetri equips a set of up to ten kunai which can be thrown at almost any range, up to 50 meters. It takes a second to summon each kunai while immobile, but can take up to six if Demetri is moving, depending on his speed. Each one's effectiveness is determined by the distance it was thrown, at very close range it can impale the target, but at further ranges, can only scrape an opponent. Demetri must be conservative with his kunai, however, as they must be retrieved. (For example, if he used all ten in a fight, he cannot summon more and must either pick up the ones that missed his target or pull out the from his target.) They must be retrieved after each fight in order to be summoned later as well. Demetri can sense the locations of his kunai and can track them in opponents using his Advanced Senses, although they must be within range.
My reasoning is that it isnt really variable so I think I overdid the price, and the enchanced senses part is redundant. I figure I would be able to have detecting the kunai as just fodder, and people will probably not be running around with kunai in them. So I want to get rid of the move entirely, focus on other things I need. This move hasn't been used IC yet, save for when he summons a single on before his confrontation of Nealaphh in the Deeps, but nobody IC is aware of it nor do they know he has them.(full refund if possible, but if not im fine with the 300)
The changes are fine and Approved, however, you can't just get a refund on a move, and you can't take anything away from moves. You will have to refund the Kunai move, and then purchase the Blade move in it's place (as per the Rules on Moves).
Also, I would assume you wanted it to be variable so that Demetri could use the Kunai as Melee weapons if he needed (two different modes, Ranged and Melee).
Magus Wrote:Wither: (Ranged Proficiency, Debilitate Proficiency, Time Manipulation) By weaving negative energy into the space around an opponent, Magus can dramatically accelerate the passage of time around his victim, causing them to age decades in just seconds.
The victim is left old, frail, and vulnerable. Magus can capitalize on this by inflicting as much damage as possible against his weakened victim. Wither is an extremely draining technique, however, and can only be maintained for a few minutes at a time.
300OM (?)
I would say maintaining this on someone for a few minutes would be extremely overpowered. I would limit this to around 5 - 15 seconds. 300 is appropriate
Quote:Shadeflame: (Area Attack Proficiency) Magus can will a fiery explosion to burst to life from within himself, engulfing an area around him of up to fifty feet in an intense conflagration. After the initial firestorm fades, Magus can choose to remain on fire, making it dangerous for an opponent to get near enough to be burned.
I guess 600OM since it does two things.
600 is appropriate. How long does it take to charge the fiery explosion? how long does the 50 foot radius of fire last after initial explosion? How long can Magus maintain being on fire and does it cost extra energy for him to do so?
Quote:Unyielding Malevolence: (Tier 1 Defensive Super Move, Phasing, Stealth) When the victim of an impending super move, Magus can vanish in a burst of purple-and-black smoke, obfuscating himself from the enemy and simply allowing whatever harm aimed at him to pass through him. Because he's temporarily hidden in a smokescreen, Magus can also use this opportunity to launch a surprise counter-attack.
Don't forget that this is only a T1 Super Defense, so any higher tiered super moves will still effect Magus and deal damage to him. Other than that, This is approved.
Re: Official Move Approval III - Ururu Kyuuei - 10-05-2015
Quote:Just having a clothing switch is fine. But if you can summon clones with weapons (and different weapons) then each different clone, with a different weapon, would have to be it's own move/ upgrade to twin sacrificial rebirth.
Increased it to 900 and specified duplicate items, tools...etc.
Quote:I'm assuming Ururu can permanently transfer her Consciousness into this clone? if so, then the clone she does this with will have to be an exact Replica of herself.
Specified that.
Twin Sacrificial Rebirth
Cost: 900 Om
Requires: Remote Control Proficiency, Hive Mind, Shape Shifting, Shapeshifting
The base technique to which Ururu made her life and lies with. Through a series of hand seals and channeling of chakra Ururu can bring life to lifelessness, and generate a single durable replica of herself within a moment, including duplicate moves, tools and weapons. Appearance and Clothing alternations will extend the duration of the technique’s casting; the more significant the change the more effort must go into it. Unlike normal shape shifting however this transformation of the clone becomes its base appearance and any new appearances/apparel require the production of a new clone.
Combat effectiveness matches the user’s own in terms of skills and physical ability provided they assume direct control (read the user is committed to continuous concentration and limited movement). Autonomous use though personas (artificial personalities) is ineffective in combat without Tiered Assist to power their bodily functions beyond existing, a target, as a meat shield, or an authentic corpse. Said corpse will remain upon death to decay or until dismissed by the user. Range does not extend beyond the verse’s borders in which the user currently occupies.
The cost of this technique is a single decent payment of chakra that can be staggering if used several times in a short period consecutively.
Immortality - Soul Transference
Cost: 300 Om
Requires: Remote Control Proficiency, Hive Mind, Shape Shifting, Shapeshifting
With this technique the user unlocks their Network Interface Seal and targets a clone within range of their control that is a replica of themselves. Upon doing so the user leaves behind their body and enters that of targeted vessel, such as the Twin Sacrificial Rebirth or similar.
Unfortunately due to the nature of Omnilium and its interaction with chakra and this technique any current injuries the user has are reproduced upon entering into the new body. Furthermore while this technique is instantaneous, it leaves the user physically weakened for a few seconds as any chakra they carry with them is redistributed into the new body. The previous body is subsequently considered a clone and can be loaded with a persona as desired or left without.
This transference is permanent unless it or similar is performed again.
Re: Move Approval III - Black Mage - 10-05-2015
Black Mage Wrote:Proto Man Wrote:Black Mage Wrote: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, knocking foes upwards before spikes of earth rise up to skewer those caught in the rune.
What's it do, though? I get that it's a wave but does it just shake people? Edited in a line for clarity.
Proto Man Wrote:Quote:Aero(Ranged Proficiency, Area Attack 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.
This requires area attack given the width of the cone. Be aware that a strong or durable prime might be able to resist this effect more so than a fragile one. Okay? I don't know why I missed Area proficiency, terribly sorry. And yeah, it'd be less effective against those with more DEF, but I sort of thought that was assumed in a stat-based system and I didn't have to clarify it'd be less/more effective based on opponent's DEF/your ATK. I can edit the line to say something to the effect of "knocking foe backward at a range dependent on the foe's constitution" if you wish.
Proto Man Wrote:Quote: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 two to five minutes depending on the hardiness of the specimen before the symptoms gradually wear off in another two to five minutes. Exposure to multiple bubbles will not worsen symptoms, but will "reset" recovery time.
I think that 10 minutes is a little harsh, since most combat situations will probably resolve before then. Otherwise, I think the effect is fine, since it's not like, crippling people.
I've edited it down to "two to five" as opposed to "five to ten". Ultimately I just want something to make them a bit more fatigued for a while, no real damage upfront but playing for the long-game.
Re: Official Move Approval III - Jaixe Furiael - 10-05-2015
Quote:Quote:Scythe Howl – 300 OM (Requires Area Attack Proficiency, Ranged Proficiency)
[spoiler]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. 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 twelve second cooldown in between uses. The arcing wave generated is five meters long, accounting for the curvature of the wave, and one-half of a meter tall (.5 meters). 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.[/spoiler]
With the moves dimensions, when you say 6 meters long, you mean from curved point to point right? Also when you refer to it's height, do you mean how thick the wave of energy is? This also Requires Ranged Proficiency. Also, don't you think six meters is a bit large? considering that the average person is roughly one third of that size. You can keep it if that's what you want. I'm just here to make sure 
Well, the point of it is to ASPLODE groupings of enemies or wash over cover with some amount of ease, though with flaws in either case. So the size is useful for that fact. And yes, I do mean from curved point to curved point, it says "accounting for the curvature of the wave," so you don't ignore the curve, you include it. And height would be thickness, yes. Also, the proficiency was a slight error on my part. I fixed that. I knocked it down to five meters this time. I'd rather keep it at that, at least.
Quote:Quote:Dark Ward – 300 OM
Jaixe crosses one or both of his arms in front of himself and rapidly channels black-purple energy in the form of flames through it. With that energy, he projects a series of dark violet hexagons in a closely-fit pattern, attempting to block whatever attack may be inbound.
Dark Ward requires only a second to charge, allowing it to be used rapidly. It has a mild energy cost, and lasts for only two seconds. It is fragile, capable of taking a single average strike, or a couple weak ones, before shattering. Stronger attacks would shatter the barrier without much damage being mitigated. The barrier is conjured one foot in front of him, and has a width and a height of three feet each, covering a similar area as a circular shield would accomplish.
How large is this shield? If this is greater than three feet in diameter, then you need Area Shield for it.
The shield is more squarish than circle, so diameter would equal width in this case, and its dimensions are supplied as three feet each (height and width). For practical reasons, and to avoid cheating the system, I will add that it covers the same amount of area as a circular shield would, which would be 7 sq ft. I can do this as it's not a perfect square either, it's made of hexagons after all. It should not need area shield in any case. It's meant to be a quick block action, not an "oh shi-" button for when nukes start flying.
Re: Official Move Approval III - Okor - 10-05-2015
Minato Namikaze Wrote:Okor Wrote:Blight Grenade (Requires ranged proficiency, area attack proficiency, debuff proficiency, 600 OM)
A specially treated shrunken head hangs by Okor's hip, it's various openings sealed by a strange, unidentifiable yellow resin. Inside the leathery skin, and brittle bone, the cranium is filled with noxious gasses and virulent diseases. Upon using this move, Okor grabs his grenade, and making use of his impressive strength, hurls it at a foe up to 36 meters away. Upon impact with a solid surface (Such as a wall, the floor, or the target itself), the macabre casing is destroyed, sending fragments of infected bone scything through the air in a 5m radius. Once this initial detonation is complete, its cargo seeps through, flooding an area with a 5m radius with deadly toxins. In the event someone other than Okor enters the area, the diseases begin to strike, tightening the skin, restricting the breath, attempting to suffocate the foe. During this process, the veins on the infected turn black, as their hide sprouts disgusting boils.
This cloud of noxious gasses dissipates after 10 seconds.
This isn't a variable move, it has two effects, but you don't have any control over which one the grenade is going to utilize at the time, they both activate no matter what. 300 OM is fine. How long do the lingering effects last (boils and chocking symptoms, etc.)? The symptoms last for as long as the cloud does. In the event that you manage to survive that, congratulations, you no longer have Space AIDS!
Re: Official Move Approval III - Demetri Malius - 10-05-2015
Minato Namikaze Wrote:Demetri Malius Wrote:Changing Steam Chains to Steam Blades, mostly adding a bit of detail and changing aesthetics.
FROM:
Quote:Steam Chains(600 Requires Ranged Proficiency, Master Acrobat)
On each arm, Demetri has a device that is able to shoot out chains, each of which is able to have a different weapon attached to its end. The chains are retractable and take ten seconds to generate while in their holders, moving or not moving, and once functional, can be instantly shot out. They have a reach of ten meters but become less effective when his target gets close than a meter. Demetri can also used his chains to deflect light physical projectiles, but can also deflect energy projectiles at the cost of damaging the chains. When the chains are damaged or destroyed, they must retreat back into their mechanism for repairs before they can be fully functional again. The time spent repairing is proportional to the damage given to the chains. Light damage by reflecting a single energy projectile takes a full two seconds to repair, meaning the chains can take 5 energy hits before being destroyed, taking a full ten seconds for repair. With acrobatic skills, the chains can be used as a tool for maneuverability and mobility, allowing him to grasp or hook onto poles and buildings(depending on the attachment) to allow him to swing himself for extra force and speed. Demetri can also grasp objects and people(limbs and neck only) with his chains and pull them towards him. However, grasping foes with the chains pose a risk, as they can also use the chain to pull him before he gets the chance to do so to them(mostly those with higher speed), which can serve as a disadvantage
Kunai- The default attachment for the chains. They cause a small amount of damage but can be much more damaging if they hit a critical point on the enemy. It is mostly used for maneuverability and grappling.
TO:
Chain Blades(600 Requires Ranged Proficiency, Master Acrobat)
On each arm, Demetri has a device that is able to shoot out chains, each of which is able to have a different weapon attached to its end. The chains are retractable and take ten seconds to generate while in their holders, moving or not moving, and once functional, can be instantly shot out. They have a reach of ten meters but become less effective when his target gets close than a meter. When the chains are damaged or destroyed, they must retreat back into their mechanism for repairs before they can be fully functional again. The time spent repairing is proportional to the damage given to the chains. Minor damage takes a few seconds to repair, heavy damage can take up seven, and the full ten if the chains are completely destroyed. With acrobatic skills, the chains can be used as a tool for maneuverability and mobility, allowing him to grasp or hook onto his surroundings(dependent of attachment), and give himself a boost in speed and mobility, as well as extra force in attacks. Demetri can also grasp objects and people with his chains and pull them towards him. However, grasping foes with the chains pose a risk, as they can also use the chain to pull him before he gets the chance to pull them in.
Blade - Default attachment for chains. The Blade attachment is a thing one inch wide blade that sharpens to a point. Primary uses include grappling objects and edges of buildings and poles, but is useless for scaling up flat building or walls with nothing to grasp. Best used for maneuverability and speed, as it causes minor damage.
Also found an epic picture for them 
As I said, mostly aesthetic, made some parts a bit simpler to understand, but overall is the same. Just making sure I am not doing anything I shouldn't.
Alsooo, I was wondering if I can get a refund on the move Kunai, which is below.
Quote:Kunai(600, Requires Ranged Proficiency, Enhanced Senses)
Demetri equips a set of up to ten kunai which can be thrown at almost any range, up to 50 meters. It takes a second to summon each kunai while immobile, but can take up to six if Demetri is moving, depending on his speed. Each one's effectiveness is determined by the distance it was thrown, at very close range it can impale the target, but at further ranges, can only scrape an opponent. Demetri must be conservative with his kunai, however, as they must be retrieved. (For example, if he used all ten in a fight, he cannot summon more and must either pick up the ones that missed his target or pull out the from his target.) They must be retrieved after each fight in order to be summoned later as well. Demetri can sense the locations of his kunai and can track them in opponents using his Advanced Senses, although they must be within range.
My reasoning is that it isnt really variable so I think I overdid the price, and the enchanced senses part is redundant. I figure I would be able to have detecting the kunai as just fodder, and people will probably not be running around with kunai in them. So I want to get rid of the move entirely, focus on other things I need. This move hasn't been used IC yet, save for when he summons a single on before his confrontation of Nealaphh in the Deeps, but nobody IC is aware of it nor do they know he has them.(full refund if possible, but if not im fine with the 300)
The changes are fine and Approved, however, you can't just get a refund on a move, and you can't take anything away from moves. You will have to refund the Kunai move, and then purchase the Blade move in it's place (as per the Rules on Moves).
Also, I would assume you wanted it to be variable so that Demetri could use the Kunai as Melee weapons if he needed (two different modes, Ranged and Melee).
So if I am correct, then chain blade is approved? the move is split up into the chains and the attachment, which I'm just changing the aesthetics, but if the extra edits cant be done that's fine. As for the kunai, its a separate move completely on its own, I understand that i will have to refund the whole move, which would refund me 300om, though i wish to appeal for the full 600 if possible. In the end, steam chains gets a aesthetic change to chain blades, and I'm removing kunai entirely. And I'm not yet making the chains usable in melee combat just yet.
To further clarify chain blade(hopefully), and all changes(i believe) are aesthetic or clarification. First 300 is the ability to grab objects and people and pull them towards him, as well as use them for mobility, not including attachments. Second 300 is for the blade at the end.
Chains(300 Requires Ranged Proficiency, Master Acrobat)
On each arm, Demetri has a device that is able to shoot out chains, each of which is able to have a different weapon attached to its end. The chains are retractable and take ten seconds to generate while in their holders, moving or not moving, and once functional, can be instantly shot out. They have a reach of ten meters but become less effective when his target gets close than a meter. When the chains are damaged or destroyed, they must retreat back into their mechanism for repairs before they can be fully functional again. The time spent repairing is proportional to the damage given to the chains. Minor damage takes a few seconds to repair, heavy damage can take up seven, and the full ten if the chains are completely destroyed. With acrobatic skills, the chains can be used as a tool for maneuverability and mobility, allowing him to grasp or hook onto his surroundings(dependent of attachment), and give himself a boost in speed and mobility, as well as extra force in attacks. Demetri can also grasp objects and people with his chains and pull them towards him. However, grasping foes with the chains pose a risk, as they can also use the chain to pull him before he gets the chance to pull them in.
-Blade(300, Requires Ranged Proficiency, attachment for steam chains)Default attachment for chains. The Blade attachment is a thing one inch wide blade that sharpens to a point. Primary uses include grappling objects and edges of buildings and poles, but is useless for scaling up flat building or walls with nothing to grasp. Best used for maneuverability and speed, as it causes minor damage.
chain+blade = Chain Blade, and other attachments in the future can be applied the same way. Chains + sword = chainsword, etc)
Re: Official Move Approval III - Proto Man - 10-05-2015
Okor Wrote:Minato Namikaze Wrote:Okor Wrote:Blight Grenade (Requires ranged proficiency, area attack proficiency, debuff proficiency, 600 OM)
A specially treated shrunken head hangs by Okor's hip, it's various openings sealed by a strange, unidentifiable yellow resin. Inside the leathery skin, and brittle bone, the cranium is filled with noxious gasses and virulent diseases. Upon using this move, Okor grabs his grenade, and making use of his impressive strength, hurls it at a foe up to 36 meters away. Upon impact with a solid surface (Such as a wall, the floor, or the target itself), the macabre casing is destroyed, sending fragments of infected bone scything through the air in a 5m radius. Once this initial detonation is complete, its cargo seeps through, flooding an area with a 5m radius with deadly toxins. In the event someone other than Okor enters the area, the diseases begin to strike, tightening the skin, restricting the breath, attempting to suffocate the foe. During this process, the veins on the infected turn black, as their hide sprouts disgusting boils.
This cloud of noxious gasses dissipates after 10 seconds.
This isn't a variable move, it has two effects, but you don't have any control over which one the grenade is going to utilize at the time, they both activate no matter what. 300 OM is fine. How long do the lingering effects last (boils and chocking symptoms, etc.)? The symptoms last for as long as the cloud does. In the event that you manage to survive that, congratulations, you no longer have Space AIDS!
*thumbs up* Approved at 300
Re: Official Move Approval III - Tartaros - 10-05-2015
Tartaros Wrote:Bayonet - 300? OM - Requires Physical Strength
A simple, straight combat knife, slightly under a foot in length and similar in design to an ancient Roman Spatha. While small and not particularly effective on its own, it has a secondary purpose. A small pin lock on its guard allows the blade to be attached to most firearms, rendering them capable of being used as a spear. Due to the nature of the Omniverse however, such an arrangement would be somewhat less damaging than a dedicated melee weapon.
Combat Focus - Tier 1 Power Up
Taking a short moment to control his breath and remove his hide cloak, Tartaros enters a more focused state of being, increasing his technical ability, aim and speed. Though, such periods of massively heightened self-control are rather draining on the mind.
ATK: +1
DEF: +0
SPD: +2
TEC: +2 Rise from your tomb, post! Rise to haunt the unarchived once more with you non-verdict-havingness!
Re: Official Move Approval III - Proto Man - 10-05-2015
Bayonet is 600. As I'm reading it, it can be used on its own and/or attached to a gun.
Power up is also good.
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