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Omni Archive
Official Move Approval III - Printable Version

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Re: Official Move Approval III - Corporal Light - 02-06-2016

Bomb Setting - Tier 2 Super Attack Move (Area Attack Proficiency, Ranged Proficiency) (800 OM)

Thanks to some recent help from a certain benefactor, Ballad has been able to improve his Bomb Setting to its previous power. It is activated by Ballad pressing down on a green button on the barrel of his revolver, which counts down to a five second countdown. He then tosses it at his opponent, with the hope that the opponent would be caught in the blast radius. The blast radius is around six feet, and deals a hefty amount of damage through shrapnel and the resulting explosion. Upon explosion, the revolver reappears inside Ballad's holster a minute later, unloaded.

Blast From the Past (requires Telepathy, requires Ranged Proficiency, requires Debuff Proficiency.) (600 OM)

Arguably one of Ballad's most powerful moves in his arsenal. During combat, Ballad will force himself to lower his defenses to a sizable degree, leaving him vulnerable to attack so he can concentrate. During this time, he is staring at his opponent, his eyes slowly turning white during the process. Eventually, after around seven seconds passed, he blinks, then proceeds to say something related to the past, catching the opponent off guard and allowing Ballad to counter attack.

The pros of the move is that, if successful, the move can cause the person it is used against to possibly feel shocked and uncertain, hurting their ability to fight significantly. It also applies a "image assault" ability, where any time Ballad ends up mentioning the memory in question, it flashes in the person's mind, which further distracts them and gives Ballad a bigger advantage. This, however, only lasts for around thirty seconds, and the effect stops working after those thirty seconds have passed.

The cons, however, severely outweigh the pros. For starters, he is heavily vulnerable during the seven second process, which can severely injure him if not used properly. Also, Primes with a TEC equal to or higher than his own can block it effectively with concentration of their own, which can result in the move being a lot less effective than if their TEC was lower. Primes with a HIGHER TEC are completely immune to the move, and the effects of the above mentioned move are instead applied to him.


Re: Official Move Approval III - Chloe Price - 02-06-2016

Gilgamesh Wrote:
Joker Wrote:
Gilgamesh Wrote:This needs debuff and you'll need some downsides for the effect this has.
Hmm...The grenade's affect lasted 10 seconds, didn't it? I don't see that needing a debuff. Unless you mean the range of the attack...

Laughing Gas Spray - 300 OM(Requires Area Attack Proficiency, Ranged Proficiency)
The Joker sprays Laughing Gas out directly in front of him with the flower on his jacket. It's a cone-shaped move, reaching 2 feet in front of him, the spray is 2 feet tall, and sends people caught in the cone - apart from himself, if such a thing happens - into uncontrollable laughter for 10 seconds. It has the same effect as the Laughing Gas Grenade, but has an advantage over it, in exchange for it's range being lowered compared to that of the grenade; being able to catch people off-guard. Joker can seem to be completely unarmed, yet he can still use Laughing Gas Spray as long as the flower is on his jacket. This has a cooldown of at least 30 seconds between uses, and can only be kept up for a maximum of 5 seconds.

Does this look much better?

Like Mickey said I meant the proficiency. Still seems a little strong, maybe put in there that enemies with higher TEC or DEF or whatever you please have a higher chance of resisting the effect? If not then just add something else.

Oh yeah, you meant the proficiencies...I guess people with a higher TEC could resist the affect...

Laughing Gas Spray - 300 OM(Requires Area Attack Proficiency, Ranged Proficiency)
The Joker sprays Laughing Gas out directly in front of him with the flower on his jacket. It's a cone-shaped move, reaching 2 feet in front of him, the spray is 2 feet tall, and sends people caught in the cone - apart from himself, if such a thing happens - into uncontrollable laughter for 10 seconds. It has the same effect as the Laughing Gas Grenade, but has an advantage over it, in exchange for it's range being lowered compared to that of the grenade; being able to catch people off-guard. Joker can seem to be completely unarmed, yet he can still use Laughing Gas Spray as long as the flower is on his jacket. This has a cooldown of at least 30 seconds between uses, and the spray can only be kept up for a maximum of 5 seconds. People with a TEC stat equal to or higher than Joker's can resist the affect, or even negate it outright.

Does this look better?


Re: Official Move Approval III - Jim Raynor - 02-06-2016

Gilgamesh Wrote:
Ditto Wrote:Fire Blast (Tier 1 Super Attack - Requires Ranged) : Ditto rears his head back, charging flame into his mouth for a few seconds, and then releases it in a 大 shaped projectile which explodes on impact.

[spoiler][Image: f359b8b9c44c882f7cf57bb04cc8a332.jpg][/spoiler]

Just to be clear, the explosion only affects the target right?

Yes.


Re: Official Move Approval III - Red - 02-06-2016

MOVE(S)

Ki Attack (300)
Ranged Proficiency required
By concentrating his Ki, Trunks is able to shoot energy from his hands. This includes balls of energy, blasts of energy, and beams of energy.

Broadsword (300)
Physical Strength required
A replica of the sword he carried with him during his times as a young adult. Durable, but heavy.


SUPER MOVE(S)

Burning Attack -- Offensive (600)
Ranged Proficiency required
After a series of detailed hand gestures, Trunks extends both hands out together in a diamond formation and concentrates his Ki; a ball of fiery energy shoots out from his palms, towards the opponent.


Re: Official Move Approval III - Weiss Schnee - 02-07-2016

Modifying flame dust:


Flame Dust - 900 OM (melee proficiency, debuff proficiency, Area proficiency.)

Weiss activates Myrtenaster's red dust cylinder with the help of her semblance, as the edges and the runes of her blade glow a cherry red. This energy can be used for two different things. When touched to another being or projectile, the energy usually explodes and repulses the entity or attack in question with a touch from the blade, causing no damage but sending them backwards 5 feet in a slightly random direction backwards from Weiss. heavier beings or those with a high defense stat may manage to just have their attacking limb flung back, however, and stand their ground.

Weiss can also use this ability to stab the ground, sending out a line of searing flame from the ground in front of Weiss. The attack is 2 feet wide and causes burning damage to those it touches. The flames move about as fast as an average human running at top speed. the max range is can reach is twenty feet.

Lastly, Weiss can throw a strong slash with this energy, creating a slash-shaped crescent wave of flame that is shaped like the arc of the slash weiss has thrown. This slash is capable of travelling up to 50 feet and is about as fast as a gunshot, and burns anything it hits. The slash moves directly forward in the same arc without changing. The flame slash moves about 50 meters per second.

also looking for Approval for:

Ice dust - 300 OM

Weiss has recreated the ice dust of her homeland of remnant for use in myrtenaster. Weiss is capable of using Ice dust for the following effects:

Ice shards - Weiss is capable of creating shards of ice that Fire towards the target at the speed twice that of an arrow. these shards do not fly straight at their target, but with a curved shot forming a 120 degree arc, making them somewhat easy to dodge by a target running forward. However, Weiss is capable of Firing these shards rapidly, at a rate of two per second, allowing her to make up for their somewhat slow speed and lackluster ability to hit her chosen target with sheer volume. Weiss also has to deal with slight recoil while using this ability - with each shot pushing her back about a tenth of a meter.
These shards will be created to strike at an area or target of Weiss's choosing, and thus, while it can be difficult due to the delay with the shards, she can "lead" her shots.
Weiss creates these shards by slashing rapidly with Myrtenaster - thus, she needs to be holding the blade in order to fire them.

These blasts can reach a maximum range of 200 feet, taking longer to reach their opponent depending on distance.


Re: Official Move Approval III - Kopaka - 02-07-2016

Kopaka Wrote:Toa o te Tio 3,600 OM (Requires Ranged Materialize Proficiency, Area Attack Proficiency, Area Shield Proficiency, Remote Control Proficiency

Kopaka is a physical embodiment of the spirit of Ice. As such, he can channel and control, and resuape the substance many ways in its natural state. It should be noted that Kopaka's control over ice applies to all forms of frozen liquids and gasses; not just water ice. Using this control, however, taps his elemental reserves of power, and cannot be used frivolously. Kopaka's power recharges naturally over time, but it places of natural cold and ice, it speeds up significantly.

Reshaping - Kopaka can reshape existing ice he can physically touch for a variety of reasons. In large swaths of ice, he can create passages through ice in the form of tubed wide enough for an average sized person to pass through single file, and he can close passages as well. Kopaka can also carve out stairs and ramps wide enough for a single person. Finally, Kopaka can cause large, violently sharp spikes of ice to burst out from solid surfaces of ice anywhere within fifty feet of where he is touching the surface of a structure of ice. All of these abilities take roughly five seconds to execute, and in those five seconds, Kopaka can create one ice spike or up to fifty feet of passage, stairs, or ramps.

Sculpting - Kopaka gestures his hand at any point within fifty feet of himself and sends a white-blue beam of elemental energy coursing to that spot. With this energy, he can create a cube or sphere of solid ice of 6 cubic feet or smaller in a matter of three seconds. Additionally, Kopaka can create a wall of ice two feet wide, six feet tall and twenty feet long or smaller, that will stand up to most basic attacks. Creating any of these structures takes approximately ten seconds, and summoning such volumes drain Kopaka's elemental energy much faster than reshaping ice. Kopaka can shatter anything he creates on a whim as long as it is within fifty feet of him.

Well, yeah. This is all supposed to be usable in combat. I was breaking it down as:

Create Passage - 300
Close Passages - 300
Create Ramps - 300
Create Stairs - 300
Create Spike - 300
Create Cube - 300
> Of Variable Size - 300
Create Sphere - 300
> Of Variable Size - 300
Create Wall - 300
> Of Variable Size - 300
Shatter Creations - 300


Re: Official Move Approval III - Minato Namikaze - 02-07-2016

Tier 1 Super Attack – Big Ball Rasengan (Requires Physical Strength) (600): Minato begins creating a rasengan, but instead of stopping after it reaches it's normal size, he continues to funnel Chakra into it for 5 more seconds, increasing it's size to roughly two and a half feet in diameter (This would be about 30 inches in diameter, think of a beach ball sized Rasengan). Minato then dashes/ launches himself towards his opponent and slams the Big Ball Rasengan into his opponent's chest.


Re: Official Move Approval III - Red - 02-09-2016

Trunks Wrote:MOVE(S)

Ki Attack (300)
Ranged Proficiency required
By concentrating his Ki, Trunks is able to shoot energy from his hands. This includes balls of energy, blasts of energy, and beams of energy.

Broadsword (300)
Physical Strength required
A replica of the sword he carried with him during his times as a young adult. Durable, but heavy.


SUPER MOVE(S)

Burning Attack -- Offensive (600)
Ranged Proficiency required
After a series of detailed hand gestures, Trunks extends both hands out together in a diamond formation and concentrates his Ki; a ball of fiery energy shoots out from his palms, towards the opponent.


bumpity-bump; I kinda need the Super for the saga.


Re: Official Move Approval III - Albert Wesker - 02-09-2016

Trunks Wrote:
Trunks Wrote:MOVE(S)

Ki Attack (300)
Ranged Proficiency required
By concentrating his Ki, Trunks is able to shoot energy from his hands. This includes balls of energy, blasts of energy, and beams of energy.

Broadsword (300)
Physical Strength required
A replica of the sword he carried with him during his times as a young adult. Durable, but heavy.


SUPER MOVE(S)

Burning Attack -- Offensive (600)
Ranged Proficiency required
After a series of detailed hand gestures, Trunks extends both hands out together in a diamond formation and concentrates his Ki; a ball of fiery energy shoots out from his palms, towards the opponent.


bumpity-bump; I kinda need the Super for the saga.


Ki Attack — Approximate range, rate of fire, and any differences between the forms will be needed.

Broadsword — Looks fine.

Burning Attack — Fine and dandy. Though keep in mind even if you buy it you won't be able to use it in the saga.


Re: Official Move Approval III - Albert Wesker - 02-09-2016

Weiss Schnee Wrote:Modifying flame dust:


Flame Dust - 900 OM (melee proficiency, debuff proficiency, Area proficiency.)

Weiss activates Myrtenaster's red dust cylinder with the help of her semblance, as the edges and the runes of her blade glow a cherry red. This energy can be used for two different things. When touched to another being or projectile, the energy usually explodes and repulses the entity or attack in question with a touch from the blade, causing no damage but sending them backwards 5 feet in a slightly random direction backwards from Weiss. heavier beings or those with a high defense stat may manage to just have their attacking limb flung back, however, and stand their ground.

Weiss can also use this ability to stab the ground, sending out a line of searing flame from the ground in front of Weiss. The attack is 2 feet wide and causes burning damage to those it touches. The flames move about as fast as an average human running at top speed. the max range is can reach is twenty feet.

Lastly, Weiss can throw a strong slash with this energy, creating a slash-shaped crescent wave of flame that is shaped like the arc of the slash weiss has thrown. This slash is capable of travelling up to 50 feet and is about as fast as a gunshot, and burns anything it hits. The slash moves directly forward in the same arc without changing. The flame slash moves about 50 meters per second.

also looking for Approval for:

Ice dust - 300 OM

Weiss has recreated the ice dust of her homeland of remnant for use in myrtenaster. Weiss is capable of using Ice dust for the following effects:

Ice shards - Weiss is capable of creating shards of ice that Fire towards the target at the speed twice that of an arrow. these shards do not fly straight at their target, but with a curved shot forming a 120 degree arc, making them somewhat easy to dodge by a target running forward. However, Weiss is capable of Firing these shards rapidly, at a rate of two per second, allowing her to make up for their somewhat slow speed and lackluster ability to hit her chosen target with sheer volume. Weiss also has to deal with slight recoil while using this ability - with each shot pushing her back about a tenth of a meter.
These shards will be created to strike at an area or target of Weiss's choosing, and thus, while it can be difficult due to the delay with the shards, she can "lead" her shots.
Weiss creates these shards by slashing rapidly with Myrtenaster - thus, she needs to be holding the blade in order to fire them.

What exactly are you modifying in Flame Dust?

Ice Dust — This will require Ranged Proficiency, just to note. Also going to need mention of the range they reach to.


Minato Namikaze Wrote:Tier 1 Super Attack – Big Ball Rasengan (Requires Physical Strength) (600): Minato begins creating a rasengan, but instead of stopping after it reaches it's normal size, he continues to funnel Chakra into it for 5 more seconds, increasing it's size to roughly two and a half feet in diameter (This would be about 30 inches in diameter, think of a beach ball sized Rasengan). Minato then dashes/ launches himself towards his opponent and slams the Big Ball Rasengan into his opponent's chest.

Good to go. Just remember for the sake of paperwork, you won't be able to use it in the saga.


Re: Official Move Approval III - Red - 02-09-2016

Colonel Wrote:
Trunks Wrote:
Trunks Wrote:MOVE(S)

Ki Attack (300)
Ranged Proficiency required
By concentrating his Ki, Trunks is able to shoot energy from his hands. This includes balls of energy, blasts of energy, and beams of energy.

Broadsword (300)
Physical Strength required
A replica of the sword he carried with him during his times as a young adult. Durable, but heavy.


SUPER MOVE(S)

Burning Attack -- Offensive (600)
Ranged Proficiency required
After a series of detailed hand gestures, Trunks extends both hands out together in a diamond formation and concentrates his Ki; a ball of fiery energy shoots out from his palms, towards the opponent.


bumpity-bump; I kinda need the Super for the saga.


Ki Attack — Approximate range, rate of fire, and any differences between the forms will be needed.
  • Energy Balls and Blasts explode upon contact with something; Energy Beams surge through things that are soft enough to penetrate.

  • Energy Blasts and Balls can be shot in semi-rapid succession; Beams don't have a fire-rate, per se.

  • All weaker forms of Ki assimilate into the air after 100 meters or so (only stronger forms [i.e. higher costing moves, specific moves, or super moves] travel farther).


If any of the above requires me to purchase each form of Ki Attack separately, then I'm fine with that.


Re: Official Move Approval III - Eon Saverem - 02-09-2016

Punisher Cross (1200) (Ranged Proficiency) (Area Attack Proficiency)


The Punisher is 5'7" and weighs 300 lbs. Punisher has two machine guns in front and a rocket launcher in the back. The side arms of the cross open up to reveal a storage bin for eight Grader 2043 pistols (four on each side).

[spoiler][Image: w-cross.jpg][/spoiler]

Machine Gun (300) (Ranged Proficiency)
The Punisher Cross is equipped with 2 machine guns at its base. A reliable rapid-fire weapon that can only be fired while stationary. Since the weapon itself weighs 300 lbs. and packs a bit of recoil, firing on the run is unadvised due to the fact it is nearly impossible to be accurate. Though not extremely powerful, it makes up with for it with its high rate of fire. This is effective at a medium to close range. At long range it is less effective.

Rocket Launcher (600) (Ranged Proficiency) (Area Attack Proficiency)
The Punisher Cross also is equipped with 2 rockets that can be fired from the Top end of the cross. A simple flip of the cross and mounting it on the shoulder allows Eon to fire a rocket at his target. The rocket must be aimed and fired. Only 2 rockets can be used during an encounter, needing at least 5 minutes to create a rocket (10 mins for both). Once fired the rockets move roughly as fast as an arrow. The impact causes a 10ft diameter explosion. This weapon is effective at Long and Medium range, but will hurt Eon if fired at short range due to area of effect.

Grader 2043 Auto-pistols (300) (Ranged Proficiency)
The Punisher Cross also comes equipped with 8 Grader 2043 auto-pistols. These are located in the arms of the cross. The Grader's barrel legnth is 5" and has a capacity of 7 rounds, and with one in the chamber it brings the total to 8. Noticeably weaker than other pistols of their caliber, this is due to the simple fact they’re throw away pistols. They are rapid-fire weapons, unlike the Machinegun of the Punisher Cross they have considerably less ammunition (64 shots total to be exact) but make up for the lack of ammunition by being able to be shot in both hands on the run. These are short range weapons and difficult to aim at long distances. They hit about as hard as a punch.

[spoiler][Image: latest?cb=20120921031934][/spoiler]
[spoiler][Image: g_ww_01.jpg][/spoiler]


Re: Official Move Approval III - Illidan Stormrage - 02-10-2016

Ditto Wrote:
Gilgamesh Wrote:
Ditto Wrote:Fire Blast (Tier 1 Super Attack - Requires Ranged) : Ditto rears his head back, charging flame into his mouth for a few seconds, and then releases it in a 大 shaped projectile which explodes on impact.

[spoiler][Image: f359b8b9c44c882f7cf57bb04cc8a332.jpg][/spoiler]

Just to be clear, the explosion only affects the target right?

Yes.

Imma assume that me saying 'yes' to this means it was approved?


Re: Official Move Approval III - The Spirit - 02-10-2016

Joker, Ditto, and Kopaka you're all approved


Re: Official Move Approval III - Corporal Light - 02-10-2016

Bomb Setting - Tier 2 Super Attack Move (Area Attack Proficiency, Ranged Proficiency) (800 OM)

Thanks to some recent help from a certain benefactor, Ballad has been able to improve his Bomb Setting to its previous power. It is activated by Ballad pressing down on a green button on the barrel of his revolver, which counts down to a five second countdown. He then tosses it at his opponent, with the hope that the opponent would be caught in the blast radius. The blast radius is around six feet, and deals a hefty amount of damage through shrapnel and the resulting explosion. Upon explosion, the revolver reappears inside Ballad's holster a minute later, unloaded.

Blast From the Past (requires Telepathy, requires Ranged Proficiency, requires Debuff Proficiency.) (600 OM)

Arguably one of Ballad's most powerful moves in his arsenal. During combat, Ballad will force himself to lower his defenses to a sizable degree, leaving him vulnerable to attack so he can concentrate. During this time, he is staring at his opponent, his eyes slowly turning white during the process. Eventually, after around seven seconds passed, he blinks, then proceeds to say something related to the past, catching the opponent off guard and allowing Ballad to counter attack.

The pros of the move is that, if successful, the move can cause the person it is used against to possibly feel shocked and uncertain, hurting their ability to fight significantly. It also applies a "image assault" ability, where any time Ballad ends up mentioning the memory in question, it flashes in the person's mind, which further distracts them and gives Ballad a bigger advantage. This, however, only lasts for around thirty seconds, and the effect stops working after those thirty seconds have passed.

The cons, however, severely outweigh the pros. For starters, he is heavily vulnerable during the seven second process, which can severely injure him if not used properly. Also, Primes with a TEC equal to or higher than his own can block it effectively with concentration of their own, which can result in the move being a lot less effective than if their TEC was lower. Primes with a HIGHER TEC are completely immune to the move, and the effects of the above mentioned move are instead applied to him.


Re: Official Move Approval III - Schwi Dola - 02-10-2016

Toybox Girl Wrote:ADAPT Memory Expansion - 300 (Requires Mimic)
Toybox Girl's ADAPT system allows for long term storage of copied weapons and moves. For any moveToybox Girl has gained through Mimic, she can choose to copy it into permanent storage as long as she has the proficiencies/powers to use that move without Mimic. This storage is limited to the amount of OM spent on ADAPT Memory Expansion (300) and cannot copy moves which cost more OM than ADAPT Memory Expansion costs though it may copy multiple low cost moves whose combined cost do not exceed ADAPT Memory Expansion's cost. Moves kept through ADAPT Memory Expansion still count as Mimicked, and still have Mimicked penalties (Less skillful usage) and can be overwritten. Writing to ADAPT Memory Expansion takes some minutes to complete and will be unable to focus on other tasks until it is finished or she interrupts the process (Interruptions corrupt the memory and erase everything stored in this Memory). Sufficient bodily damage may also corrupt ADAPT Memory Expansion, especially Electricity based damage.


Protection break (Tier 1 Utility Super Move) (Requires Mimic)
Toybox Girl breaks the safety protocols on the ADAPT system in order to Mimic a visible artifact for 15 seconds.


Been about 2 weeks now.


Re: Official Move Approval III - Omni - 02-11-2016

Desco - nope on both, fundamentally, sorry.


Re: Official Move Approval III - Trixie - 02-13-2016

Quote:The Way of Lightning - Closed Fist:

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


Resubmitting this move, which I've already purchased, because I've rewritten it. I haven't altered the actual move in anyway, but the description needed to be revised. It was irking me.


Re: Official Move Approval III - The Humble Sage - 02-13-2016

I want to upgrade my shield move from a normal move to a tier 1 supermove.

Here's the original move description:
Quote:Knowledge is my shield :
Opening a book, the words fly out of the pages and begin to swirl around me. The words mesh together to form a shield against an incoming attack. This takes approximately 5 seconds to fully form, although If an attack occurs before this time, the words that have already begun moving will move to block to the best of their ability. This is most effective against energy attacks, and other attacks with large surface areas. Small sharp attacks have a decent chance of puncturing the shield without large amounts of resistance. I am unable to move or attack while this is occurring, but the words will fade away in about a minute, or after the attack has occurred.

I don't want to change anything in the description, it just feels like it would be better placed as a super move.


Re: Official Move Approval III - A.S.P.E.C.T - 02-14-2016

I'd like to upgrade my Debilitating Charms.

Debilitating Charms (Ranged, Debuff and Homing Proficiencies ) (1800 OM +300 for homing+300 for strength debuff= 2400 OM)
Aspect channels his power into a charm before firing it off towards his target.
Aspect holds a single charm in one of his hands or tendrils and sends energy from his core into it. The energy will visibly flow through his metallic limbs into the charm and will have a different color depending on the desired effect. The charm will write itself with the required symbols for the effect. Once Aspect is content with the required power he can fire the charm towards his target and when it hits the spell will take effect. The spell flies in a straight line, much like a bullet, towards his target. In Earth equivalent physics and gravity the charm will fly at about 700 m/sec (2300 ft/sec) for about 2 km (1.2 miles) before falling to the ground and fading. (This is in absolute favorable circumstances.)
Once the target has been affected he will remain affected for up to twenty minutes, until the target meditates on the effects to dispel them which takes a full minute of uninterrupted concentration (and knowledge of this possibility) (physically removing the charms does nothing once they've hit) or until Aspect decides to release the charm.

As a liar, Aspect will try to trick his opponents into believing he is empowering them rather than depowering them so his attack is named the opposite of what he wants to achieve. The spell can be charged for 10 seconds to be fired off at full power or released earlier for a weaker effect. If he fires the spell of earlier he can still stack the effect so hitting two 5 second spells will have the same result as hitting a 10 second spell. Each second charging affects more of his target with the effect starting with the upper chest, lower chest, legs and feet, arms, hands, head and finally mind for the full effect. Charging for another three seconds, Aspect can give the charm a target that it will follow for 2 km of distance before fading.

Due to the high energy requirements for the skill, Aspect needs to remain stationary and focus on charging the charm. Large movements interrupt the charging and loses the energy he's already used if not fired. In his current Omniverse state, Aspect's energy reserves has diminished a lot and he's only able to charge 5 fully (10 seconds) charged charms (or 50 1 second charged charms) before requiring rest and recharging. He can charge up to six charms with the same effect at the same time due to his multiple arms allowing him to wield up to six charms at the same. Charms with different effects can't be charged at the same time.

Current Effects:
Name/Chant (Actual effect) - Energy color - Charm Symbols while charging - Requirement
Enhanced Speed (Weaken Speed) - Green Energy - गति कमजोर - N/A
Enhanced Skill (Weaken Technique) - Blue Energy - कौशल कमजोर - N/A
Enhanced Strength (Weaken Attack) - Red Energy - कमजोर ताकत - N/A
Full Form Movement (Paralysis) - White Energy - निर्बलता - Target has to be affected by Weakened Speed 10/10