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Official Move Approval III
@Changeling

Love Eater: You would definitely need Debuff Prof for this. Sensing your former prey would either require Enhanced Senses or a Vita Compass. I'd have to get Omni in here on the pricing of said move. It might be 300 OM for each emotion you want to be able to steal, but considering it's RP Fodder, it may not matter. Again, his call.


Illusion Form: Just get Shapeshifting.
[Image: MUsY55C.jpg][float=right][Image: sN7AejK.jpg][/float]
Would that count for things like drive? Determination? I can see that being very powerful in a fight. If not it would be 300. Does having the 'food' re--energise the changeling? Probably going to need a downside however slight, such as a few seconds to eat the emotion. This will be a bigger deal if the answer to the above questions is "yes".
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
@Omni well believe it or not drive isn't even an emotion and determination isn't a strong one, an important one sure, but it isn't as strong as say, love, let me put this in prospective, if your determined to kill someone and someone you love tells you not to, do you kill the guy and ignore them, or do you listen to them
Rͥͭ̒҉͓̼̰̗̺̮̰͘eͧͮ̓̉͜҉̯å̉͏̟̲̲ḽ̢̟͕̹̖̂̓ͨ̐̓ͯ̆ͬ́͢ǐ̸̷͍̻̻̲͎̪͉͆ͥͧ̄̾ͅt̗͈̦͓̝̯̘͙ͨ̀ͤͭ̓͑̏͢y̛̲̙̲͔͙ͪ̇ͤ̌̕ ̳̩̰̭̉̎̏͐ͦ̿ͯ͜͠R̦͔̋ͫ̊̓̚ĕͩͫͬ̐͌ͬ̄͜҉͕̘̠̺n̨̫̭͎͚̰͚͌̃̊ͮͧ́͗ͮ͡d̨̖̠̦̹̹̝̠̮̓͆̓ͩ̆ (Tier One Supermove, requires Area Proficiency, Debuff, Ranged/Physical Proficiences, 800 OM)

With a a hateful glare, Okor subjects existence itself to the inevitability of entropy. The walls between it and The Etherium begin to crumble, allowing Aetheric tentacles to force their way into existence, wrapping themselves around unfortunate victims in a 49 meter radius of Okor. These extrusions of raw warpstuff are resistant to attacks, but can be severed with enough force. Once the tentacles have ensnared their victim, they begin to crush, squeezing soul and life from the unfortunate subject of their attentions, annihilating lesser foes (Weak secondaries), and leaving those made of sterner stuff damaged in mind and body. The tentacles last for 14 seconds, before reality rejects them, causing them to immediately evaporate, returning to the twisted hell that spawned them.
[Image: DarkshireDefenseBadge.png][Image: HerosGraveyardBadge.png][Image: DA15Badge.png]
I forgot to mention that eating the entire emotion takes 1 minute fore every DEF. point the target has
Strazio Rockwell Wrote:Solar Suplex - How long can he pin the target? And how far can he leap away? I would also add that this move would be pretty tiring for him to pull off if he decides to pin them.

Hmm... I was thinking that it'd be variable, but in the interest of simplicity we'll call it around five seconds or so; enough to get a couple extra cheap shots or taunts in. If he decides to leap away, I'd just say he travels a normal human leaping-away distance, so would "about eight feet" (average human male jump distance according to my google-fu) be specific enough for this? I also agree re: high energy use move; I think that this is a 'once per fight' move, intended to be a kind of trade-off to really rattle the other guy's bones, at the expense of tiring himself a good bit. Would the move work with these modifications?

tl;dr of new move description would be: "Grey grabs hold of the target and uses their own weight to slam them hard into the ground. Usually followed up with a pin (~5sec duration) while the opponent is reeling from getting all of their weight (plus Grey's weight) crashed down on them--although he may opt to put distance between himself and an opponent that he knows is physically much stronger than him, since pinning such a target would hardly be effective anyway--usually traveling about eight feet. This move is very tiring, so Grey typically only uses it once per fight to avoid wearing himself out. (600 OM)"
Ludwig von Koopa Wrote:Ack, I knew I forgot something, but hey we all make mistakes, so no big.

Quote:For Lunam Sonate, I meant to add in the Healing but I've messed up there. As the terms for the damage he can heal, it would be enough to heal severe wounds received in battle (but not to the extreme like dismemberment; in fact, I have a different move for that in mind.)

For Thunder Klaw, yes the voltage can be varied in the amount of time that he charges. In this case, I can see the voltage being stronger than it was with Static due to the amount of energy Ludwig will put into it. The final thing is I can see this attack being slower in execution than his Koopa Swipe.

For Static, the charge time is a window of several seconds and the range of the attack can reach out far but narrow since it's a simple attack.

Lunam Sonate: I'm gonna ask Omni to take a look at this 'cause I'm less familiar with the limits of Healing and such. I actually don't know if this needs to be a move or if it's just RP flavor, like, this would just be the way you manifest Healing. Let me ask the big guy.

Thunder Claw: Edit all that into the description and approved at 600.

Static: I need to know if the voltage can vary in this, too, like it does in Thunder Klaw.

Sorry for the delay!
All right. Understood. We'll let the big man handle that. In the meanwhile:

Static (requires Homing Proficiency) - Ludwig channels his prowess through his claws, formulating electrical energy in a window of seconds before he sends it over to inflict damage to a target. Depending on the amount of voltage he has will be the factor of how severe the damage will inflict. (300)

Thunder Klaw (requires Physical Strength/Debuff Proficiency) - An alternate yet more powerful and slower variation of the Koopa Swipe empowered by magic. With the same timing as Static, Ludwig charges his claws with energy before he pierces into his target and it has a chance that it may cause paralysis as the severity of the attack is varied by amount of voltage that he has available. (600)
[Image: lemmywip2.png]
Ludwig von Koopa Wrote:All right. Understood. We'll let the big man handle that. In the meanwhile:

Static (requires Homing Proficiency) - Ludwig channels his prowess through his claws, formulating electrical energy in a window of seconds before he sends it over to inflict damage to a target. Depending on the amount of voltage he has will be the factor of how severe the damage will inflict. (300)

Thunder Klaw (requires Physical Strength/Debuff Proficiency) - An alternate yet more powerful and slower variation of the Koopa Swipe empowered by magic. With the same timing as Static, Ludwig charges his claws with energy before he pierces into his target and it has a chance that it may cause paralysis as the severity of the attack is varied by amount of voltage that he has available. (600)

Talked to the big man, Lunam Sonate is approved at 300.

Static is approved, but priced at 600 because of the varying voltage.

And Thunder Klaw is approved at 600.
[Image: 2agonyw.png]
Grappling Hook - Ranged Proficiency, Physical Strength - 600 OM
Doc throws a grappling hook attached to a rope which is 10 meters long. He can aim it accurately about 5 meters. This hook can attach itself to most soft surfaces, the hardest being cement, and hold on until Doc retracts the hook. Doc can then do one of two things: he can pull himself up, which is a long and annoyingly arduous climb, or pull the target towards Doc.

Precisely Aimed Explosions - Ranged Materialize, (Remote Control?) - 300 OM
Mitzi McNinja materializes and plants a small explosive onto the target. At Doc's command, the explosive activates, doing no damage but propelling the target in whichever direction Doc chooses. The explosive has a force of 10 N, which is about enough power to propel a 1 kg mass directly up 1 meter.
[Image: 665000_mcninja_by_cavenglok-dch0qt5.jpg]
Odd hours. Call for appointment.
Makoto Yuki Wrote:
Strazio Rockwell Wrote:So I would just try and narrow down the specifics of it. So the default mode would be a sphere the size of a human that can be materialized up to 45 meters away. The explosion isn't very powerful, but it is materialized instantly allowing Makoto to use it as a harassing tool. Then try and specify the secondary effect, range, area of effect, etc. etc.

Alright, how does splitting it into two basic moves sound?

-Agidyne (300)(Ranged Proficiency, Area Attack Proficiency, Ranged Materialize Proficiency):
[spoiler]A sphere of fire that explodes into existence remotely from the caster. It has a maximum effective range of 45 meters (~150 feet). The explosion itself is not very powerful, but its usage is instantaneous. The sphere's size is enough to engulf a human of average height, but it's only powerful enough to harass most foes with an adequate defense.

This skill may be used by Makoto himself, or by a persona which uses the move, then promptly disappears.[/spoiler]

-Maragidyne (300)(Ranged Proficiency, Area Attack Proficiency, Ranged Materialize Proficiency):
[spoiler]An application of Agidyne where it is cast multiple times at the same instance. Every individual explosion retains its full power, and as such it is tiring to use this. Its usefulness lies in dealing with large amounts of cannon fodder, catching speedier enemies and flushing out hidden targets.

This skill may be used by Makoto himself, or by a persona which uses the move, then promptly disappears.[/spoiler]

I think this is a more organized approach to achieving the same end result?

Looks good to me! Smile

Agidyne - Approved at 300 OM!

Maragidyne - Approved at 300 OM!
[Image: StrazSig.png]

[Image: DarkshireBadge.png][Image: DarkshireDefenseBadge.png][Image: SecondarySaga.png][Image: HerosGraveyardBadge.png]
Revising a move...

Precisely Aimed Explosions - Ranged Materialize - 300 OM
Mitzi McNinja materializes and plants a small explosive onto the target. After exactly five seconds, the explosive activates, doing no damage but propelling the target in whichever direction Doc chooses. The explosive has a force of 10 N, which is about enough power to propel a 1 kg mass directly up 1 meter.
[Image: 665000_mcninja_by_cavenglok-dch0qt5.jpg]
Odd hours. Call for appointment.
McNinja:

Both moves approved at 600 and 300 OM, respectively.
[Image: 2agonyw.png]
Upgrading "Mana Arrows", adding Homing Prof and Remote Control Prof characteristics.
Quote:Mana Arrow (300 OM). Ranged Prof, Debuff Prof
Awoor has a special item which she can summon forth - a bow of energy which she wields with her horns "hands", which can fire arrows of energy. These arrows cause no physical harm, instead, upon impact, they cause fatigue, by draining the victim's stamina. The drain typically causes a sudden loss of fatigue as if they had just made a short sprint. The victim recovers from the loss of fatigue as he/she normally would (resting or just waiting). The arrow can travel up to 100m away if aimed diagonally upwards for distance

Living Puppet: Mio Akaoni (300 OM). Ranged Prof, Debuff Prof, Homing Prof, Remote Control Prof
[spoiler][Image: 5hkE6Ko.png]
Art by me (Awoor)[/spoiler]
Via tossing/throwing a summoning "token" (a shard of demon horn) that she can pull out of her red core, Awoor can summon a living puppet of Mio Akaoni - a puppet of a demongirl made of flesh and bone. The puppet obeys Awoor's mental commands, and can even be left "programmed" for it to operate on its own (for example, "Chase after him" or "Try to earn his trust"). Summoning and using this "puppet" requires no expenditure of stamina, however, Awoor only has three demon horn shards to summon her with. Each shard allows for up to ten minutes of use, however, the puppets can be destroyed/defeated by conventional means. Multiple shards can be used at once, allowing multiple Mios to be controlled by Awoor - but that would quickly reveal that she is "fake":

Mio can fire arrows of energy from her bow - Mana Arrows. These arrows cause no physical harm, instead, upon impact, they cause fatigue, by draining the victim's stamina. The drain typically causes a sudden loss of fatigue as if they had just made a short sprint. The victim recovers from the loss of fatigue as he/she normally would (resting or just waiting). The arrow can travel up to 100m away if aimed diagonally upwards for distance


Living Puppet Stasis (300 OM), Time Manipulation Prof
Manipulating time, Awoor can put a Living Puppet into "Stasis", allowing it to remain existing for up to eight hours via a complex mystical gesture and time manipulation, that takes three minutes to perform, which mustn't be interrupted. Additionally, the Stasis is fragile. If the puppet attacks someone, or they're hit by an attack, the Stasis breaks, causing their regular duration to take over (for example, Mio Akaoni would only last ten minutes again, as usual).
Matter Reassignment [Tier 1 Defensive Supermove] (Requires Phasing) - 600 OM

Nealaphh observes an incoming attack and removes a majority of its matter from the physical universe. It takes three seconds for Nealaphh to phase a sufficient amount of its body, so any attack that hits in this time affects Nealaphh normally. Nealaphh can remain phased for up to 5 seconds, during which time its form appears as a black, smokey image of its usual self. Nealaphh can move at its normal speed while phased, but is subject to any attacks or environmental hazards that might affect it upon returning to the physical world. In addition, spiritual, mental or magical attacks can have a partial effect on Nealaphh while phased.


Inertial Tampering (Requires Ranged Proficiency, Advanced Telekinesis) - 600 OM

Nealaphh can mentally lift up to ten non-prime objects within a 30 meter radius that collectively weigh less than 200 lbs and fling them forcefully at any target within 60 meters, though the farther away the target is, the easier the projectile is to dodge, as the flung objects cannot change their trajectory once thrown. All thrown objects travel at about the speed of an average football throw, unless they are especially heavy or unwieldy objects.

Nealaphh can also use its telekinetic power to snatch and redirect incoming solid projectile attacks from enemies, provided that it has significant time to perceive and react to the missile. Nealaphh can only redirect a single projectile at a time in this fashion, and is limited by the same weight and distance constraints that apply to objects it throws itself.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
I'd like some approval on the rewrite I did for my first and only move please.

Quote:Specter Claws (Requires Physical Strength) - 300 OM
Shade augments her host's limbs with sharp claws, tipping each finger and toe. These blade are invisible to the naked eye, but have shadows as if they were actually there. Individuals with Enhanced Senses can see the claws on the host's limbs with increasing clarity depending on their skill. Those with a Mastery of their Enhanced Senses can clearly see the translucent claws.
//Claws are invisible to those with out Enhanced Senses or Basic. Those with Advanced can see them slightly if they're looking for them. Those with Master can see them as clear as they would a shard of glass.//
Also, a couple of new ones;

Quote:Shadow Boxing (Requires Area Attack Proficiency, Debuff Proficiency) 300 OM
By tapping into the shadows of those around her, Shade can level the playing field.

Any living creature with a shadow affected by this is now physically linked to their shadow for the duration of the fight. Any damage taken by the shadow affects the shadow's owner in the same way. (Gunshot to the shadow's shoulder = Gunshot wound on the shoulder of the shadow's owner.) This affect makes it harder and more mentally taxing for one to successfully dodge or block attacks, as they now have to defend their shadow as well.

An owner's shadow resists damage as much as the owner does (Attacks on the shadow and the resulting damage is calculated as if the owner was hit directly). Limbs cannot be removed in one hit from attacks on shadows (You cannot make a clean slice through the arm of the shadow and expect the owner's arm to fall off, although the same amount of damage is taken).

Shadow Boxing is cast like this: Her host starts with their hands centered in front of their chest, palms towards each other. They move their hands down and turn them out, pushing out away from her body to the left and right. This sends a spherical wave of black energy outwards, with her as the center-point. This turns the world black, and any living thing with a shadow white, staying that way until the wave reaches it's maximum radial range of 20 meters. The hand signal takes 1 second to perform; the area of affect takes 3 seconds to reach it's max range. If user is struck down before the sphere reaches maximum range, it stops where it is, and all targets hit by it will still be affected.

"With a shadow," refers to anyone who has not had their shadow removed by Shade. All individuals affected by this will have a their shadow's color increased to pitch black, regardless of actual light levels.

//Pros: Affected individuals have the same weakness as Shade now. Affected individuals must not protect their body and shadow from attack to avoid being hurt.//
//Cons: Affects friends and foes alike. Effect is indiscriminate.//

The Black Spark (Requires Debuff Proficiency, Mimic) - 300 OM
Tapping into herself and a target's shadow, Shade can swap strength with the opponent.
Shade and her target 'swap' moves. Shade can now freely use the target's moves, and the target can use hers, but both are now unable to use their own. Shade and her target are as skilled in these new moves as if they had Mimicked them. This lasts for 10 minutes, or until Shade or her target are knocked unconscious.

The Black Spark is cast like this: Shade's host grabs both of the target's hands in hers. Black lightning chargers up in each persons right forearm for half a second, then shoots down their arm, spiraling around it, and then down the opponent's left forearm, stopping at each one's shoulder. This takes 2 seconds in total to complete. Shade must maintain a grip on the target's hands until completion or this has no effect.

Negative Space - Tier 1 Super Defense (Requires Area Shield Proficiency) - 600 OM
By taking a step back and bring the host's forearms up to block, Shade can absorb an attack entirely by directing it into negative space in the world that shadows create by existing. When she does, a large, black, shadowy creature rises from the ground in front of her, arms open to 'catch' the attack (if it's a ranged attack), or knock the attacker away 3 meters (if a physical attack).
[spoiler][Image: NegativeSpace1Small_zpsrchzkb0y.jpg][/spoiler]

Shadow Jumper (Requires Basic Fusion, Symbiosis, Telepathy) - 300 OM
Shade preys on the mind of a weakened foe, convincing them to let her 'shadow' them. They let her temporarily take their body and use it as her own. When used on a weakened target with less TEC than Shade, She can convince them to fuse with her, allowing her access to their strength and remaining SP. Lasts until the both parties are to weak to continue fighting (Depletion of SP), or if they are knocked unconscious, ejecting Shade from her forced host.
UBERMOEV TIEM

GREETINGS FROM THE FUTURE YOU SON OF A B*TCH [Tier 1 Defensive Super Move] - Remote Materialize, Debuff Proficiency

[Image: 2014_10_20_28p33_by_cavenglok-d967zgc.jpg]

A Chrononaut and the Mayor of Cumberland, Chuck Goodrich falls out of a mysterious time portal onto the target. The impact is so sudden and unexpected that the target will stop whatever they were doing just to comprehend the situation. Can cancel any Tier 1 Offensive Super Move.

DRACULA'S MOON LASER [Tier 1 Offensive Super Move] - Area Attack Proficiency, Communicator

[Image: screen_shot_2015_08_18_at_4_47_43_pm_by_...9680ay.png]

Dr. McNinja sends a distress signal and coordinates to his universe's Dracula (not the Pale Moors one). After 30 seconds, a giant red laser will fire from the moon and wreak havoc on the target. The damage zone has a diameter of 2 meters. During the thirty seconds, the laser will not follow the target, allowing it to escape the damage zone.
[Image: 665000_mcninja_by_cavenglok-dch0qt5.jpg]
Odd hours. Call for appointment.
Shield Throw - 300
Captain America launches his shield forward in a similar fashion to a Frisbee. His extensive experience with this move allows him to throw with such precision that the shield ricochets back towards him unless directly interrupted. This move has the potential to cause lacerations or blunt trauma, depending on how or where the shield strikes and his adversary's equipment.

Ranged Proficiency-1000
From Hawaii, With Love
[Image: W4PxwDv.jpg]
"Joe: You're gonna get the most dramatic entrance, dramaticc with two c's
Dust: you know what else has two C's?
Joe: What?
Dust: chicken nuggets"
Super move 1; Eight Flower Mantis : Using innocence, Kanda quickly slashes towards the enemy eight times. The slashes collectively resemble a flower which explodes when the symbol is complete. The symbol will be visible on his victim. The slashes itself won't do damage, the explosion following however does extensive damage. The explosion isn't an outwards explosion it's an explosion of concentrated energy concentrate at the centre of the flower. This attack can only be performed if the second illusion is active.

(600 OM )

Tier 1 Power up : Forbidden Spell: Triple Illusion Kanda drastically increases his speed and strength at the cost of some of his life, but within the Omniverse activating triple illusion it drives on Omnilium. While triple illusion is active Kanda has 3 dots in his eyes.

Stat increased :

ATK: +2
DEF: N/A
SPD: +2
TEC: +1

(1000 OM)
[Image: giphy.gif]
You're naive. We're destroyers, not saviors. - Yu Kanda


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