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Post Unique Moves! Help us out! - Printable Version

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Post Unique Moves! Help us out! - Jade Harley - 01-18-2017

Note: Moves submitted must have been APPROVED by a staff member.


A unique move could be a move that utilizes a certain Power or Proficiency, maybe multiple kinds. This isn't a gun or a bow and arrow, it's something truly different. Like something that uses Healing, Disassemble, Phasing, etc.

If you have such a move and would be willing to let it be featured in the Move rules to help future users in the approval process, please post it below.


RE: Post Unique Moves! Help us out! - Hiro Protagonist - 01-18-2017

Hacker Technique: Chernobyl Packet (600 OM):
Requires Ranged Proficiency, Homing Proficiency
Hiro inputs commands on his wrist comp, materializing a program into physical existence. This program takes the form of either five baseball sized spiky orbs or two barrel sized spiky orbs that hover in midair next to Hiro (http://thumb7.shutterstock.com/display_p...278689.jpg). Hiro must hold his palm facing outwards and concentrate as he summons them. If he is interrupted before all five orbs are formed, the move is canceled. For the five orb version, It takes one second for each orb to fully form, and none of them will move until all five are summoned. Once all five orbs are summoned, they will sequentially move towards Hiro’s designated target one after the other. They travel at a slow jogging pace, and will attach to their target, detonating after one second. The explosion is not large enough to affect adjacent targets. They can be targeted and attacked before they hit, causing premature detonation, but their small size demands a TEC equal to or better than Hiro’s to be struck.

The two orb version requires Hiro to concentrate with both hands after inputting the commands into his wristcomp. Each orb is the size of a 55 gallon drum, and takes four seconds of concentration to form. They will not move until both have materialized, and once they do, will travel towards their target at a slow walking pace, about 2 Feet per second. These orbs can also be targeted and attacked to trigger them earlier, requiring only half of Hiro’s TEC, but they require more than one attack to arm them. Once they reach their target, they detonate after a three second countdown.

The maximum range the orbs will “chase" a target is 100 feet, so it is possible to outrun them. However, Hiro uses this move tactically, and while an opponent is outrunning his viruses, they’re not focusing on him.


RE: Post Unique Moves! Help us out! - Amaterasu - 01-18-2017

Is Sabrina's Disable unique enough? Tongue

Disable - 300, requires Ranged Proficiency, Debuff Proficiency
[spoiler]
Disable is a move used on an opponent's move to, as the name says, disable it for 30 seconds. To do so Sabrina fires a basketball-sized purple psychic blast from just in front of her forehead with minimal preparation. The projectile has no solid mass (it won't knock back an opponent or physically harm them) but can be blocked by physical barriers. It flies nearly as fast as a bullet and dissipates after flying a maximum distance of ~100 meters, or hitting any obstacle.
Before Disable can be used effectively Sabrina must first witness the move that she intends to disable, after which point she is able to use Disable while it is used and for up to a minute after the last usage (or in the case of continuous moves, a minute after it was stopped using). Alternatively if she is aware of her opponent having that move with successful use of Telepathy or Insight, she can use Disable without needing to witness it first.
Someone under the influence of Disable will find themselves unable to remember how to use that specific move for 30 seconds, nor what that move does if used. Moves used in similar ways (e.g. an opponent using a pistol and a rifle, both are used by pulling the trigger) are not affected.

Further limitations are:
-Disable will not work on someone with only one move worth 300 OM, or no moves at all.
-It will also not work on moves that are essential to the character (such as someone with blades instead of fingers, as they couldn't not using their hands for a while).
-An individual cannot be Disable'd again for 2 minutes after having been successfully Disable'd.
-Only a single instance of the move may be disabled, not the entire thing if the move consists of multiple instances (i.e. it costs more than 300 OM). As an example, Sabrina uses Disable on an opponent who uses a gun with two types of ammunition (Type A and B, both with different effects) and which has a bayonet attached. Disable is used on Ammo type A. The opponent would still remember how to use Ammo type B and how to operate the rifle with that ammo in it, and the bayonet.
-Disable cannot be used to interrupt a move as it is being charged (even if Sabrina has witnessed its full use before). It can also not be used to disable Super Defense nor Super Utility moves (but can disable Super Attack Moves).
-Power-Ups, Assists, Alt forms etc. cannot be disabled at all.

Note that this is purely a mental attack: it does not actively prevent the victim from "rediscovering" how to use a move by deduction (e.g. they know that pulling a trigger on their pistol fires it, and deduce that pulling the trigger on their Disable'd rifle would do something similar), being reminded of how it's used by allies and "accidentally" using the move (e.g. flinching and pulling the trigger by clenching their fists) is also allowed. The move may however not be quite as effective as if used when not debuffed due to the missing knowledge on its effects. (Please don't abuse this)
[/spoiler]


RE: Post Unique Moves! Help us out! - The Vision - 01-18-2017

Well I have this, which uses Phasing, but it has the same effect as a big punch...

Hypodense Pectoral Assault (insideout.att) (Tier 1 Super Attack) - Requires Physical, Phasing
[Image: tony-1437767494.jpg?quality=0.85&format=jpg&width=480]
The Vision, with great focus and energy, prepares this Move for 2 seconds. He then phases his hand through an opponent, then solidifies it inside them. On a weak enemy (basically mooks and inconsequential enemies), he can now straight up rip them apart. But for most enemies (other Primes or plot-significant Secondaries), the best he can do is major internal damage. He can hold his arm, solidified, inside someone for a total of 3 seconds. He must then rePhase his arm, take it out, and do something else. His stamina (SP) is drained after using this move.

Rapid Density Reduction (ghost.att) (Tier 1 Super Defense) - Requires Phasing
[Image: filing_images_d33b40f41322-198.jpg]
In a span of one second, Vision reduces his density to the brink of non-existence. Unlike Phasing normally, nothing will harm him while he is like this. However, in order to avoid his molecules being dissipated into the air, he must return to his normal density within 3 seconds. In other words, this is a 3-second complete disappearance. In the last second, a faint outline of Vision appears. Vision cannot do anything when using this move, so people who know about this move could just wait 3 seconds. Furthermore, using this move is extremely exhausting.


RE: Post Unique Moves! Help us out! - Crocodile - 01-18-2017

You're welcome to use any of mine. I have a plethora of Debuff and Telepathy based Moves.


RE: Post Unique Moves! Help us out! - ElFailzalot - 01-18-2017

I have a couple that I think might qualify, from my ye olde days as Adam.



Freeze Frame -- 300 OM (Requires: Ranged Proficiency, Area Attack Proficiency, Time Manipulation)
Adam gathers his focus for three seconds, before he snaps the fingers of one hand. A ripple will spread through the air for a twenty-meter radius around him over the course of another two seconds, and immediately afterward time will slow to a complete halt for everyone and everything within that area for ten seconds. Adam himself is also frozen in time, but remains aware of his surroundings and alert, and can use the stopped time to try and gather his thoughts and plan out a course of action. After ten seconds are up, time will revert back to its normal flow in the affected area over two seconds as if nothing had ever happened.


Déjà fu -- 600 OM (Requires: Physical Strength, Ranged Proficiency, Ranged Materialize, Time Manipulation)
With a second to focus, Adam can layer a single regular attack of his — a punch, or kick, or a shot from his rifle — to 'stock' and have ready. At any point within twenty seconds afterward, he can cause the effects of that attack to repeat themselves. A second impact identical to the first, in the same location, would strike at his opponent, a second shot of laser fire would suddenly blast from out of nowhere aimed at the same initial target.


Temporal Flicker -- 300 OM (Requires: Burst Movement, Time Manipulation)
With no small amount of effort and a rather large amount of energy expended on it, Adam can briefly stop time -- only for about a second or two -- and use every ounce of speed he's got to hop to somewhere not where he currently is. To the untrained eye, it might look like teleportation. But for the wary, and those who are observant enough, they just might spot it for what it is. He can't pull it out on a dime, it takes a moment to focus on it, and doing it in rapid succession is even worse than just using regular burst movement repeatedly. But in an emergency, it can still be pretty dang helpful. He can only cover about ten or so meters in his very brief window of stopped time, and even that's pushing it to the limit of what he can manage with such a quick prep period.


CLOCK -- 300 OM (Requires: Physical Strength, Debuff Proficiency, Time Manipulation)
Taking a moment to 'rev up', Adam charges one fist with a bright red aura, over about three seconds, during which he must either stay still or only move very slowly so as to keep up his focus. After that, he can hold said charge for about ten seconds before it dissipates. During that time his primary goal becomes to clock his opponent upside the head. And literally punch them into a very bad place -- temporally speaking. Those struck by the blow will have their perception of time thrown completely out of whack, seeing things move in slow-motion, or vastly sped up, having their own movements seem to lag or jerk ahead of their own perception of 'when' they're going to do something. It makes it extremely difficult to fight properly, but the effects only last about ten seconds before wearing off. It should be noted, a hard enough blow while he's readying the attack to begin with, or while he's 'carrying' it can cause him to lose his focus and discharge it harmlessly. And it isn't all that....energy-efficient, either. Definitely not something to use too frequently. On top of all that, while the effects are active, he cannot make use of any of his other moves which require time manipulation


RE: Post Unique Moves! Help us out! - Strazio Rockwell - 01-19-2017

Here are all my moves that use powers, the only exception being Cauterize because that has no proficiency or power requirements.

Detonate (600) (Requires Ranged Proficiency, Area Attack Proficiency, Hive Mind)

[spoiler]Strazio's entire body is a nexus for destructive magick. Every fiber of his being packs an incredible amount of explosive energy that he calls upon in order to cast his spells. Detonate is a last ditch surprise move for when Strazio is incredibly behind in a battle. Should one of his limbs be dismembered he can still manipulate the energy within the missing limb's flesh. After three seconds of charge up time Strazio can force the energy in the missing limb to explode. Detonate destroys the limb, but releases an incredibly strong explosion. The larger the limb used the larger the explosion, up to a maximum cap of three meters in diameter.

Secondary effect - The power of the Necronomicon allows Strazio to summon undead warriors to fight for him. Piggybacking off this power he can manipulate the energy within the flesh of these undead. He can start a catalyst in their flesh similiar to the one in his own. After five seconds of stationary contact with one of the undead he can turn the creature into a bomb. After the five seconds of charge up time the zombie will rush towards the opponent, attempting to get as close as possible. After three seconds the zombie will explode in a five foot radius. Strazio must be careful because he can be damaged by this explosion and can't stop the catalyst once it is charged.[/spoiler]

Surge (300) (Requires Burst Movement, Disassemble, Physical Strength, Ranged Proficiency)

[spoiler]Through mastery of the energy present in his body Strazio can break his body down into a cloud of energy. After a one second charge up Strazio dashes forward, breaking his own body down into destructive energy particles. If the cloud of energy rushes over and past the opponent they will be slightly burned and damaged. Strazio then reforms several feet behind the opponent. He can cast surge three times in short succession before becoming tired and unable to cast surge for thirty seconds. He can however choose to push his body beyond its limits and cast surge one more time within that thirty second window, this will cause him a great deal of pain and fatigue, as well as reset the thirty second timer.[/spoiler]

Cauterize (300)

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


RE: Post Unique Moves! Help us out! - Clownpiece - 01-20-2017

Hatate's Thoughtographic Camera hopefully counts. When taking pictures goes horribly wrong.

[spoiler]Thoughtography Camera (Ranged, Area) (900): Hatate’s Thoughtography Camera is a small, yellow-checkered device in the shape of an old flip-phone, though with significantly less functionality. Acting almost solely like a camera, she uses it to take pictures of events she could write an article on. These “events” often include less-than-cooperative people, and this camera can be used to defend herself while simultaneously taking pictures of her attacker. 
Combat: Upon taking a shot, the camera flashes with magic, instantly doing damage to whatever would come out as a clear picture. The damage takes the form of a light-based burn, similar to sunburn or a powerful spotlight. She won’t get a clear picture if she just shoots willy-nilly, the focus and zoom must be adjusted between shots dependent upon where her subject is. This adjustment can take anywhere between a moment to two seconds depending on how much she has to adjust it. Zoom in too far (15 meters), and the picture becomes overexposed, ruining the shot. Accounting for zoom and focus, the area of clear shot is always 2 meters by 4 meters, or reversed if she’s taking a landscape picture. After taking a picture, there’s a one second delay before she can take the next one as the camera automatically stores the picture taken and resets the zoom and focus. The active memory of the camera can hold up to 1,500 pictures, after which she can’t take any more and must sort through the camera, deleting the bad pictures and moving the useful ones to a more permanent storage. This is still an obscene amount, and she likely won’t run out of memory.
Rapid Shot: By changing a setting on her camera, Hatate is able to take 5 pictures in extremely rapid succession. Zoom and focus cannot be adjusted while the phone is in rapid-shot mode, and is automatically locked to focus on the area up to 5 meters in front of her. Due to the increased amount of pictures that need to be store, the one second delay as the camera stores the pictures is increased to three seconds, but rather than happening between pictures, it occurs after each rapid shot barrage.
Tengu Psychography: Using the thoughtography setting on her camera, Hatate aims at the subject, ignoring all obstacles and distance between them, and takes a picture. The range is much greater than her camera alone can normally do, maxing out at 50 meters. This function is much more draining on the camera, taking 5 seconds to zoom in and focus on the subject, and a clear shot is dependent on Hatate having a decent aim at those distances. Because of the incredible zoom, even the slightest twitch causes a massive jump in the area being aimed at, so she must be standing still to actually aim. The AOE is the same as any of the other settings on her camera, 2/4 meters.
Since it is thoughtography rather than normal photography, it is dependent upon the target having had a picture of them taken at some point in the past. It doesn’t matter whether the picture was taken by Hatate just recently in that battle or someone a long time ago at a family reunion. The photo of the target can also be taken from any angle she chooses, which can make it seem like the photo was taken from the complete opposite direction at time, though the mirroring makes it even harder to aim.
This setting has the same cycle time as normal shot mode. It also uses Hatate's own power, so it's physically draining to use it.
Fodder: Unless Hatate sets the focus wrong for the shot, the picture always seems to come out crystal clear, unaffected by motion-blur. Perfect for a high-speed photo-op. Pictures taken are stored in the device’s memory so she can sort through them later. She can adjust the flash so that pictures she takes are harmless, such as if she’s interviewing someone who is cooperative. Though if she does this, she has to remember to turn it back later. With time and energy, Hatate is able to use her inherent Thoughtography to "print" the the pictures from her camera onto paper.
Hatate can also find images that have already been taken using her latent thoughtography by thinking of certain keywords, sort of like a mental google image search. She can then put these pictures on her camera, or transfer them to paper, provided she has the time and energy to. It takes at least ten minutes to put it on paper, but no more than a minute to bring it up on her camera.[/spoiler]

Plus one from Somerled.

[spoiler]Violent Updraft (Area, Debuff, Super Jumping) (300): Somerled vaults into the air as high as he can with a powerful, uplifting burst of wind. The vicious gust drags anyone within a 3 meter radius into the sky with him. Those immediately next to him are tossed almost as high as he is, up to 20 meters, and the further away someone is while staying within the effective range, the lower they are launched, down to a mere fraction of the height of his jump at 3 meters. While the wind can't outright harm anyone, the large height that the victim is dropped from does, and the tumultuous air prevents people from righting themselves, rendering even those who know how to fly vulnerable to it. Those who are skilled enough can stop their tumbling, though without a method to safely land, it won't make the inevitable crash any softer.
It's a very intense attack that can wear Somerled out quickly if he's not careful. He needs to concentrate for about eight seconds, stirring and gathering the wind, before he can leap. He can move at a walking pace during this time, but cannot make any complex movements lest his concentration breaks. This also means that during this time, he is unable to cast any other magic.[/spoiler]

Boy finding those was difficult since the rosters vanished for some reason.


RE: Post Unique Moves! Help us out! - Trixie - 01-20-2017

Close Quarters Shielding:

Close Quarters Shielding or CQS is an ability that Trixie developed in the Underverse to counter and deflect attacks in the absence of her lightsaber. Using her thorough and extensive knowledge of the force Trixie can generate a small invisible barrier that coalesces around her hands. By pointing her open palm towards the attack or incoming projectile she wishes to defend against the densely clustered force energy around her hands can halt or divert melee and ranged attacks. The shield can only take one hit before the ambient force dissipates and needs to be re-summoned, which forces Trixie to recoil her arm and push forward with an open palm once again. While melee attacks can be abruptly stopped just short of her chosen hand, caught in the suspended force energy, ranged projectiles and attacks are disintegrated or diverted away. It can be used in relatively quick succession allowing her to block multiple attacks in a row, but requires a moderate amount of concentration and energy. Extended use would drain Trixie’s stamina rather fast if all she did was defend in a hand to hand fight.


RE: Post Unique Moves! Help us out! - Crocodile - 01-22-2017

These, specifically, seem like good ones to use.

Ketchup Star: (Debuff, Telepathy) A defensive move where Usopp splatters himself with a small ketchup bomb so that it looks like he's covered in blood. This deceives the opponent into thinking he's injured or dead and causes them to drop their guard. Usopp can then use that advantage of their lowered guard to run away or launch a sneak attack.

Usopp Rubber Band: (Ranged, Debuff) Usopp threatens his opponent by stretching a rubber band at them. One of Usopp's faster moves, it takes about a half second to initiate this attack. This can be used to "cancel" a foe's "charged" attack, by making them flinch, whether Usopp hits them or not. Has a fairly short range of about ten meters. Usopp cannot move while using this attack.

Cockroach Star: (Ranged, Debuff, Telepathy) Usopp fires a gigantic pellet the size of a bowling bowl at high speed containing plastic cockroaches at an enemy. Upon contact, the pellet splits upon and the motorized cockroaches escape. An opponent covered in the cockroaches will typically seek to escape them. After about a minute, the cockroaches run out of power and the effects are nullified. Multiple shots only increase the duration of the effect.It takes about a second to launch these projectiles and they have an accurate range of about one kilometer. The shots travel at about 500 meters per second and Usopp can move while using this attack.


RE: Post Unique Moves! Help us out! - Kaylee - 02-13-2017

I made these moves for an upcoming character -

Furede Kaken - 600OM (Ranged)

Kaken ignited in holy fire, covering the blade in a pure blaze of benevolence. Although a fast attack, it is relatively weak. It will fly for about 30ft before dissipating into nothingness. It stretches 3 meters long(slashed in the air the way it was done with the sword) and 3in wide. The blaze travels about 10ft per second. It takes only a second to charge to minimal capacity but can be charged up to five for a more damaging swing allowing it to do about 3x more damage. The only time she needs to concentrate is when she's charging and can't move when charging the fire. Using this move often could easily drain her if she were to charge it every time, but otherwise it's not that taxing.


Umou Ameka - 300OM (Ranged, Area Attack, Flight)

Kahime rises into the air and gusts her wings heavily at her opponent. Alit feathers rain down from the sky like fiery hell upon whoever is helpless enough to be caught in it. Depending on how high she flies, it can take up to 5 seconds to ready her attack. A total of 200 arrow-feathers rain down for a duration of five seconds in a 5 meter radius, give or take. Kahime cannot move as she flaps her ablaze wings at her opponent. The fiery feathers themselves are about half the size of an arrow, and can be put out in mid air with water(That however does not make them less sharp…). Each feather is about as damaging as being hit by a rock, but if hit by many it could be lethal. If the area of effect is flammable, the ground can catch on fire, distracting an opponent who would be trying to avoid it. This attack takes some effort to use, so she doesn't use it often. No moves can pair with this one, not even Kasai no Reiki. It also takes her full concentration to properly charge and aim.

Kasai No Reiki - 600OM (Buff, Debuff, Shield)

Tiny dusts of flame surround Kahime in a beautiful dance with the wind. Anyone foolish enough to be close to The Phoenix would know they would melt in seconds, but this manifestation of her soul blazes hot enough to disintegrate even the toughest enemies if they dare stay near it too long. Not relatively strong if exposed for a few seconds, but over time, a person might experience burn marks across their exposed skin. This power can last as long as Kahime wishes, but cannot go more than 3ft and have a damaging effect(The closer the crispier.) although the intense heat can be felt from 10ft away. It takes 30 seconds to rise to full power, though the heat can still damage between seconds 1 and 30, but hardly anything fatal. Although it's tough to move when the flames are charging, once they reach full power, Kahime can move more freely, but only at 75% normal speed.

Focusing this aura in a specific direction solidifies the fire, making a protective shield 3ft in radius. The flames still burn, but the shield itself can’t sustain much damage without returning to it’s cloak like state. It takes two seconds to ready the shield, so can only be used if danger is anticipated beforehand, not for quick blocks. Reiki can be used with all her other moves unless specifically stated otherwise. If Kahime uses this move for over 10 minutes, it will start to burn her. Once it deactivates, it must recharge for an hour.


Bakuhaka - 300OM (Ranged, Area Attack)

Kahime’s fiery red hair glows with radiance as she charges up one of her most destructive attacks: The Fire Nuke. This deadly, yet small explosion can be set off nearly instantly. It can be blocked if one’s reaction speed and sense are keen. In a half-second’s time, Kahime’s hair, from end to root, illuminates with fire, as if some had lit it like a fuse. When it’s ka-boom time, a fiery eruption of benevolent flame plagues the area of a ten meter radius centered around Kahime. Anyone unfortunate enough to be near her is gonna burn, including herself. The fire reaches temperatures of 1000F so you’d be lucky if it tickled, even with a high defense. Though it doesn’t hurt as badly, it is noteable that she herself takes some apparent damage from the explosion as singe marks can be left on her skin, fizzling away at her pale complexion. Needless to say this move is a last resort, it can't be used often lest she'd like to kill herself. The relative damage she takes is about half compared to her enemy. If you're quick enough, it can be stopped, but the time window is small, 2 seconds to be exact - 1 second to prepare, .5 second to charge her attack, .5 to actually ignite and explode(the actual wave of destruction moves this quickly in this half second). She must hold still while using this attack. No moves can be conjoined with this attack.


Funka - 300OM (Materialize, Area)

A gout of lava 2 meters in radius erupts from the ground on Kahime’s command. Her command is motioned as such: She raises her left hand quickly as if lifting something. Two seconds later, lava erupts from the ground where she desires, the maximum range being 30ft raising up to 10ft above it’s eruption point for 3 seconds.. The damage is pretty average for a small explosion of lava, but she can use it fairly often without wearing herself out. She must concentrate and not move while using this attack. An alert to the afflicted could be the rapidly heated ground in those two seconds, as the lava builds up, that is if they miss Kahime’s command. This move can be used with other moves.


Kasai Onban No Fudou - 300OM (Ranged, Remote)

The Phoenix summons a levitating disk of fire in five seconds that is controlled by her hand motions. Kahime cannot use other moves involving her hands while using this. It does about as much damage as a regular sword. It moves pretty slow, but can be used from a safe distance. Movement is slowed if she is actively using her disk, but if she focuses on movement, she can speed up. The disk then goes ‘idle’ floating around Kahime’s figure doing nothing until command is issuedThe disk is about a foot in diameter, with sharp blades poking out from its curve. Imagine a bladed frisbee if someone could control it with their mind, oh, and it’s on fire. It’s influence reaches 30ft, if it happens to go past that point, the flames dissipate, and it fall to the ground. Kahime must physically touch it with her hand to reactivate it. When not in use, it floats harmlessly and idly around Kahime’s form circling above her head. It’s hardly taxing to use.


RE: Post Unique Moves! Help us out! - Ezrihel - 02-13-2017

I have not a clue if this counts, but here's a move I made semi-recently:

Dies Irae (Physical Strength, Ranged Proficiency, Debuff, Area) -  900 OM

Over the course of thirty five seconds, Ezrihel summons seven flaming swords of unusually sturdy brimstone, averaging out to about one blade per five seconds. These swords hover directly behind him, rotating in a circle parallel to his back in a counterclockwise motion. While summoning Ezrihel may not use movement abilities and can only move at around half his full speed. He is also unable to use any of his offensive capabilities, restricted to only dodging until at least three blades have been summoned. The energy required to summon each blade is reasonable, but as with all things, it will wear him out. Summoning the initial three blades is the most taxing. This energy drain levels out for middle two blades until ramping up again for the sixth and seventh blades, taking twice the energy as the fourth and fifth blades. Summoning all seven blades in thirty five seconds would tire him a good deal, leaving him at about half his normal energy.

These burning swords are about 49” long from end to end, a sharp edge running the entire length on either side, making them generally unsafe for others to touch. The flames that lap from these blades burn an eerie cobalt blue. It should be noted that the flames burn hot and are not meant simply for show. When using the swords as a projectile they have an accurate range of up to thirty yards maximum and fly through the air at around 300 feet per second, the speed of an arrow. No more than seven total blades may be summoned during this move. After two minutes the fire consumes however many swords remain, thus ending the move.

The scent of burning brimstone gives targets within a ten foot radius a headache, making it harder to concentrate on their attacks. Their sinuses burn and their eyes smart from the noxious odor. This effect is stronger nearest to Ezrihel and only takes effect after three or more swords have been summoned. It is the most potent with all seven blades, gradually growing weaker as the number of blades decrease. The effect completely dissipates once all seven blades have been used.

Pointing to his target, a single sword will float forward, tilting until the tip is aligned with his index finger before being launched. This takes about four seconds from start to finish if the target is relatively slow or otherwise easy to track, and up to a few seconds longer with a quicker opponent. The direction of the sword may not be changed after it is fired and is more of a fire and forget type of attack. Whether the blade finds the flesh of foe or the terrain, it explodes with a strong concussive force, enough to knock an opponent back several feet, or at the very least set them heavily off balance. This explosion has a diameter of about six feet, being the strongest near the point of impact and does damage equal to that of a similarly sized explosive. This becomes increasingly more taxing as each blade is used, eventually leaving him rather winded, his lungs burning, breathing labored and arms weak when the final blade is used.

If a particular opponent has been being rather annoying, he may choose to grab a sword and wield it for melee use. The blade in itself functions much the same as a regular sword and is about just as tiring to use. The blades are useful for two attacks before exploding on the third strike when used as a melee weapon. When exploded this way, the area affected is much smaller but just as intense, only able to repel a single target back a few feet. This does damage equal to that of a similarly sized explosive.

In order to do as much damage as possible, Ezrihel may pull the circle of blades in around his waist. Their tips pointing outwards, they now run perpendicular to his body. Pulling his arms in, he causes them to rotate around him rapidly before throwing his arms out to his sides. The blades are then flung out in the direction they point. Their direction can not be altered after firing. This may only be used after all seven blades have been summoned and three or more still exist. Whether the blade finds the flesh of foe or the terrain, it explodes with a intense concussive force, enough to knock an opponent back several feet and tear a three foot deep crater into the ground where it strikes. This explosion has a diameter of about six feet, being the strongest near the point of impact; doing damage equal to that of a similarly sized explosive. This in full takes about seven seconds and is very taxing, leaving him winded, sluggish and weary afterwards.


RE: Post Unique Moves! Help us out! - King Ghidorah - 02-13-2017

Ghidorah's golden lightning.  After I scrape together the OM to upgrade it, I'm pretty sure it's going to be the only example on the site of a move that translates from just a pretty impressive energy attack into an actual giant-monster breath-weapon when a kaiju-sized powered-up-form is triggered. 

Preserved here for posterity in its soon-to-be-purchased form.

Golden Lightning - variable, requires ranged proficiency, area attack proficiency - (1200 OM)
King Ghidorah's main weapon. The King of Terror can fire jagged, golden-orange 'gravity beams' from his hands and mouth. These pseudo-electrical arcs are about three inches in diameter, and travel at the speed of a bullet, out to a maximum range of one hundred meters before they arc to ground. They are very powerful, burning their target and tearing at them with intense tidal forces, comparable to an incendiary shotgun-slug (or an incendiary round from a more powerful gun. ATK score.) The beams can be fired in bursts, up to a maximum of three beams in three seconds (One from each hand, and one from his his mouth), but Ghidorah must charge for one second per beam he intends to fire. For all its power, using his golden lightning does not cause Ghidorah very much strain, though firing repeatedly for a minute or so without rest will wear him out. The trade-off is that the lightning is difficult to aim, even at less than ten meters, tending to arc in random directions and making the attack highly reliant on volume-of-fire.  Ghidorah can move around while using his lightning, but only in a straight line, and cannot take any other actions.

If Ghidorah chooses, he can make one or more beams in a given 3-second burst fire in a continuous arc for up to half-a-second each, allowing him to rake them across the battlefield. This version of the attack does incur a noticeable stamina drain, minor for just one persistent beam, like running a five-second sprint, but multiplied for each beam in the burst to which the effect is applied, so firing all three in this way is a major drain on his energy levels. The range is also reduced by half. 

Kaiju-Mode Lightning (Used with Powered-Up Forms Only)
When Ghidorah assumes one of his giant-monster forms, both uses of his lightning change (or do not) in the following ways: 

- The range increases to match his current physical proportions  (for example, an increase in size to a 35 meter dragon from a two-meter-and-a-bit humanoid would increase the range of this attack by a rough factor of seventeen, to about 1.7 kilometers)

-The width of the lighting also increases, to roughly four meters when projected from a body 35 meters tall, with an additional two meters in width added each time Ghidorah's height doubles beyond that (via higher-tier transformations - +2 meters width from a 70+ meter  (Tier-2) body, +4  more meters width from a 140 + meter tall (Tier-3) body). These kaiju-sized beams are strongest in a one-meter diameter  zone running through the central axis of the lightning bolt, with the power diminishing proportionally as a target gets further from the maximum power zone (i.e, half the beam's radius from the central area = half the power)

-Ghidorah's giant-monster forms do not have hands, so the lightning is projected exclusively from the mouths of his three heads.

-The speed, charging rules, and movement rules do not change  (though the influence of  the Kaiju-forms increased ATK naturally increases the power) 

-The fatigue incurred doubles when in kaiju-form (and were this giant version of the move to somehow be used with a less-than enormous body to absorb the strain, it would septuple), reducing the amount of time Ghidorah is able to fire continuously without a break from one minute to thirty seconds. 

-The lightning remains difficult to aim (in fact, when fighting primes of less-than colossal stature, the accuracy is even worse because they're comparatively such small targets). 

-The additional stamina drain of the continuous arc fire-mode is doubled.


RE: Post Unique Moves! Help us out! - Sarah Kerrigan - 02-14-2017

Psychic grip might count, given it's whole point isn't an attack at all - just a way to utilize telepathy more effectively. It's also an attack that doesn't directly harm a foe that nonetheless does not require debuff proficiency


Psychic Grip (600 OM) - Requires Physical Proficiency, Telepathy
Kerrigan grabs an opponent by the throat and channels psychic energy into their body. this does no extra damage compared to normally choking someone, but makes it half as easy to glean any insight into their thoughts and feelings.
After grabbing an opponent, any character with lower TEC than Kerrigan's will have their surface thoughts read in a matter of seconds - someone with 1 point lower might be able to hang on for roughly five to ten seconds, while someone with less than half of Kerrigan's TEC would be read almost instantly. If Kerrigan wishes to look harder, into more personal thoughts, she'd need to somehow grip the person for at least ten seconds or longer, up to thirty if the TEC difference is very close.
Against someone with equal TEC, this move would only allow her to read surface thoughts, and against someone with higher TEC the move will fail entirely.


RE: Post Unique Moves! Help us out! - Marisa Kirisame - 02-15-2017

Glitching (300 OM) (requires basic teleportation) Chara can "glitch" to places she sees in her vicinity. But she could "glitch" in a room like the DT room with ease. (it takes a few seconds to use and if someone was quicker then they could get Chara)(this can be used to attack people or run away) (to go the 20 meters would take about 15 to 30 seconds)it takes some strain and concentration to use this.(it takes more strain if they were to be attacked by at least one person. (plus she can not dodge a super move with this move)(she can also dodge other moves with this move but if the tec or speed is equal or higher she will be hit plus it has more strain if she dodges a attack or uses it in a row)

I see a fair emptiness to teleportation moves (so I guess its unique?), so I decided to put up mine if it helped at all? and I would like to show that power's such as teleportation can be used in battle.