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Official Move Approval IV - Printable Version +- Omni Archive (https://omni.zulenka.com) +-- Forum: Administration Forums (https://omni.zulenka.com/forumdisplay.php?fid=5) +--- Forum: Help Desk (https://omni.zulenka.com/forumdisplay.php?fid=8) +--- Thread: Official Move Approval IV (/showthread.php?tid=4198) |
RE: Official Move Approval IV - Alex - 07-16-2017 (07-15-2017, 01:55 PM)Veritas Night Wrote: Explosive Shield (requires Area Attack Proficiency and Area Defense Proficiency) – 600 OM Shield - Seventeen has a move just like this, you should have just stolen my description (lol). Quick questions -- Can Veritas move while the shield is up? Second, can the shield be broken? You don't say anything about the shield's durability. Blaster - S'fine. A bit... goofy. You may want to clarify what it fires (energy bolts? energy beam?) but checks out. RE: Official Move Approval IV - Oleander - 07-16-2017 (07-14-2017, 10:07 AM)Shinmen Takezō Wrote: Shinmen Bump, considering it seemed I was missed again. RE: Official Move Approval IV - Mark - 07-16-2017 (07-16-2017, 09:14 AM)Shinmen Takezō Wrote: Bump, considering it seemed I was missed again. You were not missed. Alex was taking moves that I was working on to help me out since I worked all weekend and I told him specifically that I would take your move. You don't need to bump a move if it has been less than 72 hours. I'll give you a proper reply after I sleep. Please endeavor to remain patient. RE: Official Move Approval IV - Ebonywood Hellscythe - 07-16-2017 (07-16-2017, 08:49 AM)Alex Wrote: To me, this doesn't feel balanced. The blade isn't a physical object, so the defender would be have to guard against the stick? And its a permanent loss? And there's no drawback to Ebony? With something as amorphous as fatigue, that just feels too strong and too balanced. I feel like I know what you're going for, having played a lot of DnD in my younger years (non-lethal damage?), but something like that doesn't translate very well to this system. Would the following change be sufficient with regards to blocking the attack? I actually intended it to be blockable by other weapons, hence why I only said it phased through the opponents body and armour, but I guess I wasn't specific enough. I also added some more detail to the fatigue mechanics which hopefully should make it more viable. The main key drawback is naturally: Ebony isn't actually doing any (or much) damage. So even if she won the fight primarily using this, her opponent would likely have more health remaining than her. A hit with Soul Strike is never going to have the same impact as actually being hit in the face or arm or leg with an actual scythe blade. Soul Strike (300) Requires: Ebonywood Hellscythe, Physical Strength, Debuff Proficiency A non-lethal attack that uses Ebony's scythe. Ebony focuses for three seconds. During this time she may move and dodge, but may not attack. Taking more than a small amount of damage or losing concentration will revert all progress towards this. After this, the previously silver blade glows a faint purple and appears slightly translucent. Ebony then may continue to attack with her scythe as usual besides from one key change. Once the blade reaches an opponent, it appears to phase through their armour and body (however the wooden staff will not). However, the blade is still blocked by other weapons and moves, such as a sword, shield, or spiked gloves. This includes any incidental weapons although blocking with them runs the risk of having them destroyed (a fallen tree branch probably wouldn't hold up against a hit with Ebony's scythe). Any cuts that would usually have appeared on the opponents body instead glow with harmless purple flames for about a second before they fade away. The foe feels some pain, but it's very reduced from what the attack would normally feel like. Instead of actually doing any damage, the attack solely drains the foe's fatigue leaving them tired. This is a permanent drain for the whole fight (but can be removed with any move or item that would normally reduce fatigue), so should Ebony win by primarily using this, or attack with it as a finisher, the opponent would likely fall unconscious. Each individual strike is not draining to Ebony and won't seem very draining to her opponent (so the first hit will probably seem like a slightly painful joke attack). However, over time, the attacks will add up as the fatigue induced is cumulative. The impact on an opponent is based on Ebony's ATK against their DEF. In general, the fatigue is similar to the effect on the opponent should they have actually taken damage. As accumulated damage would wear down an opponent as, naturally, someone with a cut, bruised, and bleeding arm won't hit as well as someone with an uninjured arm, Soul Strike achieves a similar effect. Essentially, the opponent suffers as if they actually took damage. That said, the potency is lessened compared to actually being hit with the normal scythe blade. Thus, using Soul Strike will never have the same impact on an opponent as cutting them with Ebony's unchanged scythe blade. The fatigue can either be interpreted by the target feeling drained, tired, or sluggish after receiving multiple strikes, or by the body parts that would have been injured simply aching. To revert back to normal attacks, Ebony has to focus for three seconds and again can only move and dodge during this time. As before taking more than a small amount of damage or losing concentration will revert all progress towards this. Also, if the scythe is dispelled, when resummoned it will always revert back to its normal form. So, Ebony has to spend a total of 8 seconds of focus at least (5 to create the scythe, 3 to change the attack mode) to start using Soul Strike without having her scythe initially on hand. Lastly, Ebony is immune to the debuff effect of being stabbed with her own scythe blade. RE: Official Move Approval IV - James Knight - 07-16-2017 Rocket Blaster - (600, Ranged Proficiency.) A replica of the weapon the RPM Rangers used known as the Rocket Blaster. This can hold up to 30 shots, per power pack and Veritas carries 3 power packs on him at a time. It can shoot 2 shots per second. This is a weapon that is kept in a pocket dimension when he is not using it. It's mildly taxing on his stamina, but can be used with other blaster type moves provided that he has at least one of his hands free. This takes seven seconds to summon, and 15 seconds to reload, per reload. This can be used with other moves, but using it on it’s own increases the accuracy because he can hold it with both hands, allowing him a 25% accuracy increase. This shoots bullets made out of energy out of it. Dark Magic Whip– (600, Physical Strength, Ranged Prof.) After creating a small orb of ki, Veritas grips it into his hand and creates a limp string of dark magic. The color varies (although it is usually purple), while the length and potency of the weapon depend on how much power Veritas decides to exert in its creation. Seventeen can wield dual wield at the cost of more energy expenditure. The weapon itself is mainly used as a medium-range melee weapon, but it can also be used to wrap around targets, living or nonliving. Although the weapon is merely a string of magic, its grip is rather powerful, and because of this, it can provide a vital edge in combat (because wrapping it around an opponent’s legs, arms, or neck could potentially destroy an opponent’s momentum). Decided to use your shield move, with some modifications. Black Barrier - (300,Area Shield, Area Attack) - An opaque purple shield of energy surrounds Veritas. The field is a complete sphere about a foot away from his body. Once the shield has been summoned, he can no longer move. Moving with the field open is too taxing, so he doesn't do that. The field will absorb/deflect a handful of low/middle-strength ranged attacks (bullets, blasts, whatnt), and it can dilute a powerful, non-Super attack before failing. Because the field isn't perfect, Veritas often uses it just to 'shrug' off a quick flurry of oncoming attacks or if he has no other means to deal with a powerful blast. That... and it has a secret. If the field is broken by a physical attack (be it a punch, kick, tail, horn, whatever), it will explode outward with a powerful hit. A 'popped' field will be unable to reformed (ie - used again) for a few minutes, but it's worth the surprise factor. This shield also has another downside when it is deployed, namely that it is Opaque meaning that while the shield is in use, he is effectively blind to the world around him, until it is popped. Gokai Force Blaster - (600 OM, Ranged Proficiency, Physical Strength): ![]() A pistol that is a recreation of the blasters used by the members of the Gokai Force. It has six shots per power pack that is inside of it. The pistol comes with 3 spare power packs per minute, and it takes about 15 seconds to swap out the power packs. Each shot does medium damage and this is moderately draining on his stamina. Ideally this is done while moving, because it requires that he constantly keep a lock on his target in order to get an accurate shot. Takes him ten seconds to summon. This can also be used to pistol whip his opponent. Power Sword - (600 OM, Physical Strength, Ranged, Area Attack, Area Shield): A weapon that was wielded by the first Red Ranger, the MMPR Red. This reconstruction of the weapon allows Veritas to have yet another option in his arsenal of melee tricks. The sword takes seven seconds for him to summon, and is moderately taxing on his stamina to use. On the bright side however, the sword can absorb energy attacks that are directed at him, and then release a C shaped 3x3 foot wave of cutting energy at his opponents, that is usually colored purple. This sword is a foot and a half long.
RE: Official Move Approval IV - All Might - 07-16-2017 Quote:Does this have any charge-up? How draining is it to perform? Can he use other moves concurrently?CAROLINA SMASH - 300 OM - Requires physical strength, Burst Movement, Super Speed, Area Attack All Might crosses his arms in front of himself, and then taking about a second using Burst Movement to rocket to full speed without needing to gather momentum, charges head-on towards his target. Once he collides head-on with his target he performs a cross-chop with enough force to radiate a shockwave forward. Due to the more focused strike than "Destoit Smash" the shockwave takes an X shape, the edges of the shockwave sharp and pointed. The shockwave only extends about five feet away from him. The edge of the shockwave feels like getting slashed by a sword, while getting caught by the center of the X feels like being pierced by a harpoon. It takes about a second for the X shockwave to radiate outwards completely. All Might is able to control his strength, and will try to hold back on using this move against ordinary opponents. This move is also easier to dodge than the punch, as it really only harms what is directly in front of All Might. If an opponent is able to guess where All Might is heading, the attack is easy to side-step. All Might isn't able to change direction while charging without dropping his arms, thus he's only able to attack with Carolina Smash after heading down a straight line. Edit: While it doesn't take any time to 'charge up' the energy needed for the attack, it takes about three seconds to build up speed for his charge. He cannot use any of his other moves simultaneously with Carolina Smash. The move takes a toll on his arms, and so he is only comfortable doing the move three times in a row, and will require at least twenty minutes rest before he can do it again. Hooya! First Move - Serraph Quarrere - 07-16-2017 Move: Zanpakuto: Libro (Requires Physical Strength - Cost=300) An Arrancar's signature weapon is the vessel that stores its sealed powers. Such a vessel takes the form of a bladed weapon like a sword or axe. To release its power Serraph need only say its activation phrase: "Record, Libro". However saying such a thing currently does nothing. At 41 inches, Libro is rather plain appearing rapier save for a few strange qualities that set it apart from normal blades. At first glance one would see that the thin, double edged blade, along with its simple basket hilt is white rather than the silver color that is common among steel or iron weaponry. If one were to run their finger across its surface they'd find it to have a texture more in common with paper than with metal, but enemies should be wise not to be fooled. Libro is just as strong as any other blade. RE: Official Move Approval IV - Mark - 07-16-2017 (07-14-2017, 10:07 AM)Shinmen Takezō Wrote: Shinmen Sans Debuff, Shallow Cut is approved. Deep Cut: Just add on something to the effect of “before he is exhausted and needs to recoup” or something to the end of that and you should be good. I just want it to be clear to anyone reading that it’s not just a cooldown. (07-14-2017, 05:55 PM)King Ghidorah Wrote:Quote:Vector Impulsion: Requires Ranged Proficiency, Ranged Materialize Proficiency, Area Attack Proficiency, Debuff Proficiency, Advanced Telekinesis, 3+ ATK - (900 OM) Looks good, friend. Approved. (07-16-2017, 08:34 AM)Android 17 Wrote: Kasenko-kaha (900 OM) – Around how long does it take for a full charge? How long does the weakest variant take to charge? How long is the Fast-Charge time? How fast does the beam move? Can he swing this around and re-aim while firing or no? Does this have a maximum range or does it keep going as long as he puts energy into it? Supers are both good. (07-16-2017, 09:49 AM)Ebonywood Hellscythe Wrote:(07-16-2017, 08:49 AM)Alex Wrote: To me, this doesn't feel balanced. The blade isn't a physical object, so the defender would be have to guard against the stick? And its a permanent loss? And there's no drawback to Ebony? With something as amorphous as fatigue, that just feels too strong and too balanced. I feel like I know what you're going for, having played a lot of DnD in my younger years (non-lethal damage?), but something like that doesn't translate very well to this system. Approved. (07-16-2017, 02:17 PM)All Might Wrote:Quote:Does this have any charge-up? How draining is it to perform? Can he use other moves concurrently?CAROLINA SMASH - 300 OM - Requires physical strength, Burst Movement, Super Speed, Area Attack Approved. (07-16-2017, 06:33 PM)Serraph Quarrere Wrote: Move: Zanpakuto: Libro (Requires Physical Strength - Cost=300) Approved. RE: Official Move Approval IV - Alex - 07-16-2017 (07-16-2017, 08:34 AM)Android 17 Wrote: Kasenko-kaha (900 OM) – Think I got all your requested modifications, kind Angel-sir. RE: Official Move Approval IV - Desman Black - 07-17-2017 Flaming Towel Cape- T1 power-up Atk: +1 Def: +0 Spd: +2 Tec: +2 Desman ties a towel inflamed by the fairy of hell herself around his neck area. Also gives his moves a flame aesthetic. RE: Official Move Approval IV - Tearen Wover - 07-17-2017 Psionic Intrusion Rebuttal (Requires Homing Proficiency, Ranged Attack Proficiency, Telepathy, Foresight, Insight) 300 OM Tearen senses an imminent incoming telepathic attack, and prepares his own mind for defense, which takes 2 seconds of preparation, during which time he cannot take any other actions. In addition to negating any single mental attack, if the opponent has a lower TEC than Tearen, they are subjected to an immediate psychic counter-attack in the form of a surge of mental pain and confusion. Tearen must have the ability to predict and prepare Psionic Intrusion Rebuttal. Though retaliating in this manner doesn't use much energy, if Tearen cannot use his foresight for some reason, this defense cannot be used. If an opponent has a higher TEC than Tearen, this defense does not affect them. Quote:Removed Insight defense Mutual Combat Hypothesis (Requires Homing Proficiency, Ranged Attack Proficiency, Telepathy, Insight, Foresight, Time Manipulation) 300 OM Tearen selects one target and charges this move, which takes five seconds. He can move during this time, but he cannot attack or use any power that requires focus. Once the move is prepared, Tearen locks both himself and the target into a temporary physical time-stasis, while allowing the fight to continue between their linked minds. Five seconds of combat takes place in this mental battlefield, during which time Tearen analyzes the opponent's defense and techniques. Upon releasing the stasis, Tearen deletes the opponents' memory of the exchange, and allows combat to progress in the exact same manner, except this time, Tearen takes advantage of any analyzed openings and delivers one melee attack that cannot be blocked. This technique is exhausting on many levels, and Tearen cannot use any extrasensory powers or time manipulation for the remainder of the round it is used. In addition, Tearen cannot use this technique if any other combatants are in the immediate area; otherwise it will cause a time paradox that results in Tearen's Time Manipulation burning out for the remainder of the fight. Quote:Already approved, I just like to have all approved moves in one post for easy linking. Panic Infection [Tier 1 Utility Move] (Requires Homing Proficiency, Ranged Attack Proficiency, Debuff Proficiency, Telepathy, Enhanced Senses) 600 OM Tearen focuses for three seconds, taking no other actions, before gripping the mind of a single person he can sense in range of his telepathy, and subjects them to horrifying full-sensory hallucinations for the span of one minute. The exact nature and appearance of the imagery can vary, but the practical effects are that the victim is overcome with panic and is unable to use any power or move that requires focus for the duration of this attack. The hallucinations cannot make any person appear somewhere they are not, nor conceal any combatants, nor 'alter' the basic layout of the battlefield. Though the target may still use simple attacks, they will be rushed and sloppy. Targets with high TEC or Insight may be able to tell the hallucinations are fake, but the images are still vivid enough that they can distract and demoralize with at least partial effectiveness. Once the duration of this attack is complete, the hallucinations instantly end, but the target may still remain shaken for some time depending on their mental resiliency to abject horror, though this has no practical impact. This Utility can be countered with matching Super Defenses. Panic Outbreak [Tier 2 Utility Move] (Requires Homing Proficiency, Ranged Attack Proficiency, Debuff Proficiency, Area Attack Proficiency, Telepathy, Enhanced Senses) 800 OM This move has all the same effects as described in Panic Infection, except that its effect can be extended to three targets at once. All targets of this attack share their hallucination, and can 'see' what is happening to the other targets. This Utility can be individually countered with matching Super Defenses. RE: Official Move Approval IV - Mark - 07-17-2017 You three are all approved. EDIT: Also because I'm an idiot and keep forgetting to say this officially, Enel's move update from forever ago is also approved. It was discussed elsewhere and I keep forgetting to stamp it.
RE: Official Move Approval IV - Proto Man - 07-17-2017 Rush - Tier 2 Assist ATK: 3 DEF: 3 SPD: 3 TEC: 1 [spoiler] ![]() [/spoiler] RE: Official Move Approval IV - King Ghidorah - 07-17-2017 More fun with telekinesis: some for Kelly, some for NPC, some technikal, some not so technikal - is party for whole family keptic: Point-Source Explosion: requires telekinesis, ranged-materialize proficiency, area attack proficiency, 3+ ATK (600 OM) By concentrating on a single point in space within his line of sight (or the range of his enhanced senses) and stretching it along a fourth-dimensional axis in order to build up tension, Kelly can then release that tension to create a highly disruptive shockwave in 'real' space, resembling the surface of a rapidly-expanding soap bubble. In order to build enough tension for a noticeable explosion, Kelly must concentrate for a minimum of 0.5 seconds, which will result in a spherical burst that expands to 1.5 meters in diameter at several times the speed of sound before dissipating, with a maximum force at the center capable of shattering a 2-inch thick wooden plank. The force of the blast is constant within a 0.3 meter radius, falling off by percentages after that - 50% distance to the outer edge = 50% of the maximum force. If this attack is charged for longer than 0.5 seconds, it becomes more powerful, and the radius of the explosion increases. At a 1 second charge, the shockwave is powerful enough to break soft marble, and the blast-zone increases to 2 meters. At 2 seconds, it can crack concrete (diameter 2.5 meters), and at the maximum charge time of 2.5 seconds it can dent steel plating (2.75 meters diameter). The rules for force-distribution-by-distance remain constant. Point-Source explosions are difficult to generate. Kelly can't take any other action while charging this attack, including movement, as it requires his total concentration. The charge-time can be interrupted - although notably, if he's already achieved the minimum charge-time, the attack will still go off - just in an uncontrolled fashion, at half it's usual minimum potency. The energy cost is also very high. At the minimum charge time, it's the equivalent of a fit man having run a mile - breathing hard and slightly fatigued, but still capable of taking prompt action - though repeated uses stack accordingly. Each second of charge doubles this effect (2 mile run at 1.5 - slightly winded, would prefer to go sit down. Four mile run at 2.5 - tired, slow to react.) If he uses the attack at full charge, he cannot use it again for the rest of the fight. Kelly cannot change the location he has chosen for Point-source explosion once he has begun to charge it. While charging, the area that will become the blast-radius stretches and smears, expanding as the charge builds, the line-of-sight view through that space vanishing towards the focus-point. Being in or passing through the location of the in-progress charge isn't harmful. It feels like the universe is licking you aggressively on the inside of your skin (very uncomfortable, but not actually painful or dangerous). With a Wave of my Hand!: requires telekinesis, ranged proficiency, area attack proficiency, 3+ ATK (300 OM) By sweeping their hand disparagingly through the air, a sufficiently powerful psychic can send their opponents flying. This attack requires a one second wind-up, in order for the user to draw a hand across their body, palm facing the opposite ear as though chambering a perfectly-formed pimp-slap (naturally, the sweep is backhanded; For maximum SCORN!) When the arm is swung (which takes about 1/10th of a second), anyone standing within a 180 degree arc in front of the user (within the range of their telekinesis and the plane of the swing) is pushed violently backwards, as though kicked hard in the chest by someone extremely powerful (users ATK score). If a targets DEF equals or exceeds the user's ATK, the effect is negligible, though if their TEC is lower than 2 they may still stumble. This attack deals no actual damage, unless a target hurts themselves falling (or the users ATK exceeds a targets DEF by 3 or more, in which case the damage is equivalent to being struck barehanded by someone with the user's ATK -2), and takes minimal energy to perform (though repeated uses will wind the psychic quickly, as flailing ones arms about wildly is wont to do.) I WILL CRUSH YOU: Requires ranged materialize proficiency, area attack proficiency, 4+ ATK (600 OM) A highly dramatic attack for the seriously annoyed mentat. The user throws one or both hands in the air and declares their intent in suitably dramatic fashion, which takes a minimum of 1 second (if they go with just 'Die'!) and a maximum of 4 seconds (if they say the whole thing, and dwell on the YOOUU). During this time, a plane of force three meters square and infinitely thin forms horizontally above the target, visible as a slight distortion in the air. The user then swings their hand (or hands) groundward, and the plane descends at the speed of a bullet, smashing the victim into the ground with tremendous force. This attack is interruptable by a solid blow, both during the charge and during the execution. The exact strength of the attack depends mostly on the user's ATK score - as though they were somehow leg-pressing a giant manhole cover down on the target's head. At the maximum charge time, the force of impact only goes up by about 20%. This attack is inefficient, and thus very draining, and can be performed only three times without rest. RE: Official Move Approval IV - Dr. McNinja - 07-17-2017 Long: JANG - 300 (Requires Physical Strength, a weapon) After concentrating for one second, Ogong's Yeo-Ee-Pil (or the user's weapon) grows to twice its length. In Ogong's case, this means that Yeo-Ee-Pil becomes 3 meters. At this point, swinging the staff becomes incredibly difficult, given how heavy and unwieldy the staff has become. But having a longer staff does have its benefits. (hehe) At the cost of slower swing-rate and lower accuracy, it does more damage and has a larger range. This spell lasts up to either 20 seconds or when Ogong uses the counter-spell, "Short: DAN" (flavor - Ogong basically just makes it short again). No two spells can be cast at the same time. However, he can cast other spells once the casting is finished. Ice: BING - 300 (Requires Ranged Attack, Area Attack) After concentrating for three seconds, Ogong points at a place he can see. Centering around that point, sharp shards of ice will start raining down on an area in a cone of radius 3 meters and height 4 meters for 5 seconds. As long as anyone (friendly or hostile, even Ogong himself) is within this area, they will take damage over time. The ice shards do very little damage, but can add up over time. He does not need to concentrate after casting the spell, but due to how tiring it can be to summon such a large-scale spell, it will tire him slightly upon usage and has a cooldown of 5 seconds. No two spells can be cast at the same time. RE: Official Move Approval IV - Jade Harley - 07-18-2017 @Proto: Approved! @Sun Ogong: Both of these are approved! RE: Official Move Approval IV - Proto Man - 07-18-2017 I got Power Up Boost I, which grants +1 to my T1 Power Ups and +2 to my T2 Power Ups. I'm just going to resubmit all of them so that I know my math ain't janked. Total Base Stats - 13 (10 + 3 stat upgrades) Red Robot Proto Man (Normal Form) ATK: 6 (9) [12] DEF: 2 (4) [3] SPD: 3 (3) [5] TEC: 2 (3) [5] Tier 1 (Sys Upgrade) - 6 Stats +3 +2 +0 +1 Tier 2 (Overlock) - 12 Stats +6 +1 +2 +3 Champion of Heroes (Alternate Form) ATK: 3 (6) [9] DEF: 5 (7) [6] SPD: 3 (3) [4] TEC: 2 (3) [5] Rush Adapter (T2 Powered Up Form) - 20 Base Stats + 3 Stat Upgrades + 2 Power Up Boost I = 25 Stats ATK: 8 DEF: 6 SPD: 6 TEC: 5 RE: Official Move Approval IV - James Knight - 07-18-2017 Hey Alex, any further issues with my moves? Just wanted to know. RE: Official Move Approval IV - Jack Darby - 07-18-2017 Soul Eater (300, Physical Strength, Debuff): The Soul Eater is a falchion-esque sword, with a white, black and gold blade shaped like a demonic wing. Its handle bears a blue eye shaped gemstone and the handle itself consists of dark braids. It has a striking resemblance to Way to the Dawn, as well as Void Gear The weapon can be summoned at will, appearing in Repliku's hand when he needs it. It's an intermediary of the key-blade, and while it does possess some of the same powers, such as being able to vanquish Heartless, it cannot lock/unlock anything, unfortunately. The blade has been purified of the darkness it once possessed, because he has determined that he will become a good guy here in the Omniverse. This is the reason that the blade's color scheme has changed, to one that is more visually appealing. This is the size of a hand and a half sword, but is a Falchion. The blade has 37.5 inches (95.25 centimetres) length,31.5 inches (80.01 cm) are the straight blade which bears a cusped or flare-clipped tip similar to the much later kilij of Turkey. This sword is his go to melee weapon usually. RE: Official Move Approval IV - Ash - 07-19-2017 T1 POWER UP: STORM DEMON(1000 OM) Blue lightning crackles across Ash's entire body, her horns and eyes glow bright neon blue as the electricity supercharges her, she wears a wicked grin the whole time. ATK: 2 + 2 = 4 DEF: 1 SPD: 3 + 2 = 5 TEC: 4 +1 = 5 |