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Ring Duplicate (Requires: Fusion, Symbiosis)
Sinestro can use the Fusion and Symbiosis moves as described, including SP usage, except that his body and the target body remain separate. Only Sinestro's Moves and Powers are transferred to the target, and none of the target's Moves or Powers are given to Sinestro, and both party's Stats remain completely unchanged. Sinestro is the only one who may pay SP to maintain the "Fusion".
Essentially, Sinestro would transfer his Moves and Powers to another person while remaining separate for the same SP that a Fusion would cost.
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@Sinestro: Sounds like Mimic in reverse
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Quote:Static Burst (Area Attack, Ranged, Ranged Materialized) (300)
Inspired from Fei's Air Bullet and his own move, being of Shellbit Burst, it is a small ball of static energy that SARU creates between his hands in a rotating fashion as it grows to the size of a soccerball in a window of three to five seconds. As he tosses it over and kicks it for added power, it creates speeds going much like a bullet going down a straight trajectory as it cannot be manipulated. The maximum range distance is five to ten meters before the ball eventually bursts out in a violent shock affecting within five feet of the blast radius for moderate damage.
@Minato: Does this sound good enough?
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Decide on a time do you want it to grow to full size in 3, 4 or 5 seconds?
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Bumping this from page 4
The Architect
Cost: 900om
Requires: Area of Attack Proficiency, Area of Defense Proficiency, Remote Control Proficiency
After forming a set of hand seals and molding the chakra Ururu takes active control of the land, infusing it with their will. Through active full body movements and a constant chakra supply the user causes earth, stone and generate woody plant life to move, grow and take shape within a targeted volumetric (3m^3). Provided the user maintains the technique (and the drain it causes), they can move the targeted area as needed but lose the ability to modify previous areas, and not use any other chakra related techniques while in play.
Simple combat oriented features and designs take only half seconds or slightly longer to form, while more complexity, and sturdier designs increases the required effort in time to build.
Offensively this allows the user the rapidly deploy dangerous structures ranging from simple spike like protrusions, opening gaps inherent to moving of material and closing them with a great deal of force.
Projectile Interception
Cost: 300om
Requires: Physical Strength, Range Control Proficiency
Using a manipulable object under user's control, they are able to skillfully block or deflect objects with little concentration that are on an incoming trajectory within range of the item being wielded. This is provided they are able to ascertain the projectile around the time has been launched and can manipulate their quickly enough to intercept it.
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I have some free time so…
The Architect: First of all, roughly how long does the hand signals take for him to do? And also this is probably going to need to be more specific. Usually it would be that one function would be one move. Ex. Say we had Avatar Aang and he wanted "Earthbending". He would have to have a multiple moves to do this. One to make a rock shield, one to toss some rocks, etc. This move seems kinda all inclusive so a little more specificity might be a bit better and maybe even divide this into multiple moves?
(Note: I'm not sure if this has changed since i've been gone so just take this as advice if it has changed)
Projectile Interception: Is this just saying you can parry or block with your sword really well or a shield or another weapon? This would be based off your TEC and you wouldn't need a move to do that and maybe even Enhanced Senses would help that even more.
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@Minato: Four seconds for the chargeup.
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Gilgamesh Wrote:I have some free time so…
The Architect: First of all, roughly how long does the hand signals take for him to do? And also this is probably going to need to be more specific. Usually it would be that one function would be one move. Ex. Say we had Avatar Aang and he wanted "Earthbending". He would have to have a multiple moves to do this. One to make a rock shield, one to toss some rocks, etc. This move seems kinda all inclusive so a little more specificity might be a bit better and maybe even divide this into multiple moves?
(Note: I'm not sure if this has changed since i've been gone so just take this as advice if it has changed) A second or two I imagine, I can add that in if need be. Considering the move is meant to be fairly flexible in terms of shape, it should be warranted. But by rules I figure that a building type structure) is pretty much all inclusive to buildings. I'm not making anything other than that kind of thing.
Gilgamesh Wrote:Projectile Interception: Is this just saying you can parry or block with your sword really well or a shield or another weapon? This would be based off your TEC and you wouldn't need a move to do that and maybe even Enhanced Senses would help that even more.
Well this is meant to be a high specialization with to be especially skilled along with TEC (4) to allow Ururu to block things.
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Yeah I understand the building type structure but you also included spikes, opening and closing the ground, and a shield. This move could also do some other things if you took it loosely.
For the second one, you don't need a move. If you have TEC 4 your already pretty badass at deflecting things. To help you block better put another point in TEC haha
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Gilgamesh Wrote:Yeah I understand the building type structure but you also included spikes, opening and closing the ground, and a shield. This move could also do some other things if you took it loosely. Well a wall is to buildings as well as manipulating a material to shape it will result in it moving around. However the Closing it and spikes isn't which is why I added it to price each. Unless my math is off somewhere? 300 for walls/manipulation, 300 for spikes/protrusions/damaging edges, 300 for moving it with force.
Gilgamesh Wrote:For the second one, you don't need a move. If you have TEC 4 your already pretty badass at deflecting things. To help you block better put another point in TEC haha Gotcha
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Specter Wrote:@Minato: Four seconds for the chargeup.
Put that in the description of the move
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TIER 1 Super Move: BOOM! Jak Dynamite is back. (Physical Strength, Debuff, Area Attack Proficiency )(????) – A blast from the past DA style, Jak summons a stick of dynamite and throws it at the opponent, confusing them for a "fake" version of the Rock. Diving away, Jak covers his ears and smirks "BOOM!"
![[Image: Darkdata.png]](http://omniverse-rpg.com/images/badges/Events/Darkdata.png) Jak/Mar- Dynamite Kid/ DA 2018" (Translated text) ![[Image: hVDTXBF.gif]](https://i.imgur.com/hVDTXBF.gif) (Thanks Ezzy!)
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Jak Mar Wrote:TIER 1 Super Move: BOOM! Jak Dynamite is back. (Physical Strength, Debuff, Area Attack Proficiency )(????) – A blast from the past DA style, Jak summons a stick of dynamite and throws it at the opponent, confusing them for a "fake" version of the Rock. Diving away, Jak covers his ears and smirks "BOOM!"
Okay so let me see if I can get through this....
-- Why do you need Physical Strength, exactly? Throwing dynamite seems more like a ranged move to me, unless you're just like...tossing it a couple feet away from you. Which doesn't seem like a good idea, given dynamite and all. Think you'd be better served with Ranged Proficiency there.
-- I'm assuming the Debuff is referring to confusing the opponent for a fake version of the Rock. Does this actually...do anything? Or rather, what exactly does it do? And how long does it last -- just until the big boom, or longer?
-- You list Area Attack Proficiency, so I can assume the blast is pretty big, but how big exactly? A couple feet? A few meters?
-- One other thing, just for clarity's sake -- how long does it take to get the dynamite ready to throw, or how long does it take after you toss it for it to blow?
And this is a Tier One super move so it'd cost 600 OM, just for covering bases.
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Colonel Wrote:Dropping these off in here just to get a touch of feedback for any immediate issues before moving on to the approval thread:
Screen Divide: Rain (Requires: Ranged Proficiency, Area Attack Proficiency) -- 300 OM
Colonel charges his saber to critical levels over a period of six seconds, causing it to crackle and spark with electricity and glow a much brighter, deeper shade of green. When fully charged, he will thrust the blade toward the sky, releasing a powerful bolt of sizzling energy skyward. At approximately fifteen meters in height, it explodes into a shower of smaller bolts, raining down across an area fifteen meters in diameter. Each of these individual bolts that rain down does only moderate damage on its own, but their sheer number -- upward of several dozen -- makes dodging them all difficult.
Colonel Cape (Requires: Physical Strength, Ranged Proficiency, Debuff Proficiency) -- 600 OM
Grabbing hold of his cape, Colonel rips it from his shoulders and hurls it at a foe. It flies straight as an arrow, as if it had some weight to it, and should it hit, wraps about his target's head, effectively blinding them and rendering them much less able to fight effectively. The effect lasts for up to five seconds before the cape slackens and may be ripped away with relative ease, at which point it vanishes to reappear on Colonel's shoulders. In melee range, Colonel may instead simply wrap his opponent in the cape, effectively binding them and preventing them from moving effectively. This form of binding lasts up to five seconds, though physically stronger targets may break free sooner, and when that time is up, the cape loses its hold and returns shortly to Colonel's shoulders.
Blockade (Requires: Ranged Proficiency, Ranged Materialize Proficiency) -- 300 OM
Colonel points with his left arm, indicating a location within fifteen meters of his current position. Roughly two seconds later, a large cube bursts from the ground, composed of whatever substance the ground in the area is composed of. The cube is approximately two meters on all sides, and is durable enough to use as cover in the short term, but not indestructible. After approximately thirty seconds it will crack and after another 10 will crumble away as if it was never there.
Colonel Army (Requires: Physical Strength, Ranged Proficiency, Homing Proficiency) -- 600 OM
Colonel throws out one hand, as if giving the order to charge, and at his side, a single soldier appears. It looks relatively unremarkable, clad in armor similar to Colonel's but of a much smaller stature. A soldier wielding a simple energy blade may be summoned, or one wielding something akin to an assault rifle. Regardless of which weapon they wield, they will actively seek out and assault the nearest enemy target until they are destroyed -- which is not difficult, and a few solid blows from a reasonably strong opponent would do the trick. Only one Colonel Army soldier may be summoned at a time.
Colonel Army: Surprise Tactics (Requires: Ranged Proficiency, Ranged Materialize Proficiency, Homing Proficiency) -- 300 OM
Colonel summons a cube from the ground as in Blockade, but at any point in its lifespan he may choose to activate and summon a Colonel Army soldier armed with a rifle from within the cube, at which point a hatch on the top of the cube opens and the soldier emerges, opening fire on the nearest enemy target. When the cube expires or the soldier is defeated, both will crumble and vanish.
Crackout (Requires: Physical Strength, Debuff Proficiency) -- 600 OM
Raising his left hand, Colonel focuses power into it for two seconds, causing it to emit a glow similar to his saber. After fully charging it, he rushes his target and slams his open palm down at them, as if trying to flatten them to the ground with a powerful strike. If he succeeds in landing the blow, his foe is smashed brutally back, the energy contained within the blow inflicting a stunning blow designed to leave them unsteady and winded for several seconds afterward. If the initial strike misses, Colonel instead carries through, smashing his hand into the ground, producing a quaking blow that ruptures and fractures the ground, producing a deep pit three meters wide and five meters deep.
Induct Missile (Requires: Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency, Homing Proficiency) -- 900 OM
Holding out his hand, over a period of three seconds Colonel summons forth a weapon reminiscent of his Colonel Cannon, but with multiple, smaller barrels. Raising it toward the sky, he fires a volley of three missiles. After sailing fifty meters upward, the projectiles begin their descent back toward the earth, actively tracking the nearest enemy target. Upon impact, whether with their target or an obstacle, one of three payloads is activated:
Incendiary missiles explode in a six meter wide blast of liquid fire, causing damage over a wide area but sacrificing direct damage for splash potential, and leaving intense flames in their wake.
High-explosive missiles release a three-meter wide blast of devastating explosive force, capable of blowing huge holes in the ground or walls, or inflicting great damage on the target they strike.
Concussive missiles release a devastating sonic blast upon impact across a ten meter area, inflicting little direct damage but capable of hurling targets through the air and virtually deafening anything caught in the blast zone for up to ten seconds.
After firing a volley of missiles, the weapon is dismissed, and must 'reload' for a period of thirty seconds before it may be recalled for another use. In addition to this, Colonel must remain stationary for the duration of summoning and firing the weapon, leaving him terribly open to interruption in such time.
Edward Elric Wrote:For Colonel
I haven't done all of them, but I did the ones I had Ideas about/ input to give.
Screen Divide: Rain - I see nothing I would change. However, I assume that there is a small radius around Colonel that no lightning will fall in? If so, you may want to put that in there for clarification.
Colonel Cape - With this move, I wonder if Colonel is controlling the cape when it wraps around his opponent's face. Because I feel as though this specific part of the move would require remote control to work as intended. (of course, this is just how I'd play it and I don't really know your character or his source material, so you can wait for an admin/ mod to take a look at this one)
Colonel Army: Surprise Tactics - I would combine this with Blockade. I say this because it incorporates the move itself and because you're simply adding an extra aspect to the move. so just tack this on as part of blockade. That makes sense, right?
Crackout - This move seems good (to me). However, have you considered raising the charge time to five seconds, maybe more? because I feel like a 2 second charge time is somewhat... low for what this move actually does. I also think this could work efficiently as a nice T1 super move.
Indirect Missile - IT would be a good Idea how long it takes the missiles to travel the fifty meters that they do. Also, just for a little flavor, does the liquid fire stick around if it doesn't hit someone? or does it instantly dissipate if it doesn't come into contact with some sort of animal/ humanoid? if so, for how long does it burn? I feel like this would be good information to make role playing this move a lot more interesting, as you'd not only Role play it happening, but you'd also be moving around the residual flames (this goes for anyone you're role playing with as well).
I cannot remember if I ever mentioned it at the time, but I do appreciate the feedback you offered on this one. With the advice you gave in mind, and to keep from clogging the approval thread, here we go with another rendition of things. Minor changes on my end in addition to the feedback Ed offered.
Screen Divide: Rain (Requires: Ranged Proficiency, Area Attack Proficiency) -- 300 OM
Colonel charges his saber to critical levels over a period of six seconds, causing it to crackle and spark with electricity and glow a much brighter, deeper shade of green. When fully charged, he will thrust the blade toward the sky, releasing a powerful bolt of sizzling energy skyward. At approximately eighteen meters in height, it explodes into a shower of smaller bolts of energy, similar in appearance to the blade of Colonel's saber, raining down across an area fifteen meters in diameter, with a localized two-meter wide area centered on Colonel's position where none will fall. Each of these individual bolts that rain down does only moderate damage on its own, but their sheer number -- approximately 80 bolts of energy in all -- makes dodging them all difficult.
Colonel Cape (Requires: Physical Strength, Ranged Proficiency, Remote Control Proficiency, Debuff Proficiency) -- 600 OM
Grabbing hold of his cape, Colonel rips it from his shoulders and hurls it at a foe. It flies straight as an arrow, as if it had some weight to it, and should it hit, wraps about his target's head, effectively blinding them and rendering them much less able to fight effectively. The effect lasts for up to five seconds before the cape slackens and may be ripped away with relative ease, at which point it vanishes to reappear on Colonel's shoulders. In melee range, Colonel may instead simply wrap his opponent in the cape, effectively binding them and preventing them from moving effectively. This form of binding lasts up to five seconds, though physically stronger targets may break free sooner, and when that time is up, the cape loses its hold and returns shortly to Colonel's shoulders.
Blockade (Requires: Ranged Proficiency, Area Shield Proficiency, Ranged Materialize Proficiency, Homing Proficiency) -- 600 OM
Colonel points with his left arm, indicating a location within fifteen meters of his current position. Roughly two seconds later, a large cube bursts from the ground, composed of whatever substance the ground in the area is composed of. The cube is approximately two meters on all sides, and is durable enough to use as cover in the short term, but not indestructible. After approximately thirty seconds it will crack and after another 10 will crumble away as if it was never there, though any damage it sustains in its duration will hasten its destruction.
Additionally, at any point in the lifespan of any summoned cube, he may choose to activate and summon a Colonel Army soldier armed with a rifle from within the cube, at which point a hatch on the top of the cube opens and the soldier emerges, opening fire on the nearest enemy target. When the cube expires or the soldier is defeated, both will crumble and vanish.
Crackout (Requires: Physical Strength, Debuff Proficiency) -- Tier One Offensive Super Move -- 600 OM
Raising his left hand, Colonel clenches it into a fist and focuses power into it for five seconds, causing it to emit a glow similar to his saber. After fully charging it, he rushes his target and slams his open palm down at them, as if trying to flatten them to the ground with a powerful strike. If he succeeds in landing the blow, his foe is smashed brutally into the earth, producing a three meter deep by five meter wide crater.
Induct Missile (Requires: Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency, Homing Proficiency) -- 900 OM
Holding out his hand, over a period of three seconds Colonel summons forth a weapon reminiscent of his Colonel Cannon, but with multiple, smaller barrels. Raising it toward the sky, he fires a volley of three missiles. After rocketing fifty meters upward over the course of ten seconds, the projectiles begin their descent back toward the earth, actively tracking a specifically-designated target. Upon impact, whether with their target or an obstacle, one of three payloads is activated:
Incendiary missiles explode in a six meter wide blast of liquid fire, causing damage over a wide area but sacrificing direct damage for splash potential, and leaving intense flames in their wake. Upon contact with anything, the flames will burn intensely and persistently for several minutes before burning out, unless smothered beforehand.
High-explosive missiles release a three-meter wide blast of devastating explosive force, capable of blowing huge holes in the ground or walls, or inflicting great damage on the target they strike.
Concussive missiles release a devastating sonic blast upon impact across a ten meter area, inflicting little direct damage but capable of hurling targets through the air and virtually deafening anything caught in the blast zone for up to ten seconds.
After firing a volley of missiles, the weapon is dismissed, and must 'reload' for a period of thirty seconds before it may be recalled for another use. In addition to this, Colonel must remain stationary for the duration of summoning and firing the weapon, leaving him terribly open to interruption in such time.
And here's one more idea for a move I was toying with in my head.
Colonel Pressure (Requires: Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency) -- Tier One Utility Super Move -- 600 OM
Colonel adopts a ready stance and begins focusing energy over a period of six seconds, his entire frame emitting a blue glow that slowly grows in intensity. When the required energy is gathered, Colonel throws his saber out to one side in a confident gesture of challenge, as if mocking or taunting his foe(s), releasing a wave of energy across a 20-meter radius around him. Every enemy target within this range will feel weighed down and oppressed by an unseen force, inhibiting their ease of movement, reducing SPD by 1 for one minute, and making movement generally more energy intensive during this effect.
"Hold on a second, I have a call..."
"Yes, this is Wesker. Go ahead."
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Quote:Static Burst (Area Attack, Ranged, Ranged Materialized) (300)
Inspired from Fei's Air Bullet and his own move, being of Shellbit Burst, it is a small ball of static energy that SARU creates between his hands in a rotating fashion as it grows to the size of a soccerball in a window of four seconds. As he tosses it over and kicks it for added power, it creates speeds going much like a bullet going down a straight trajectory as it cannot be manipulated. The maximum range distance is ten meters before the ball eventually bursts out in a violent shock affecting within five feet of the blast radius for moderate damage.
@Minato: I believe that should do it.
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Specter Wrote:Quote:Static Burst (Area Attack, Ranged, Ranged Materialized) (300)
Inspired from Fei's Air Bullet and his own move, being of Shellbit Burst, it is a small ball of static energy that SARU creates between his hands in a rotating fashion as it grows to the size of a soccerball in a window of four seconds. As he tosses it over and kicks it for added power, it creates speeds going much like a bullet going down a straight trajectory as it cannot be manipulated. The maximum range distance is ten meters before the ball eventually bursts out in a violent shock affecting within five feet of the blast radius for moderate damage.
@Minato: I believe that should do it.
Is this for your character switch to SARU? if so, then I would update the joining app and let whoever was handling it know that you have done so.
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Yeah, it is and I believe Dark Link is responsible on the Character Switch App for SARU and thanks a bunch. X'D
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Thaal Sinestro Wrote:Ring Duplicate (Requires: Fusion, Symbiosis)
Sinestro can use the Fusion and Symbiosis moves as described, including SP usage, except that his body and the target body remain separate. Only Sinestro's Moves and Powers are transferred to the target, and none of the target's Moves or Powers are given to Sinestro, and both party's Stats remain completely unchanged. Sinestro is the only one who may pay SP to maintain the "Fusion".
Essentially, Sinestro would transfer his Moves and Powers to another person while remaining separate for the same SP that a Fusion would cost. Bamp.
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a bit early but I'll bring up two right now 'cause I tend to earn OM like the dickens with Raal anyways:
Zul'gurand's wrath (900) (requires Ranged proficiency) (Requires Remote control Proficiency) (Requires Telekinesis)
An Axe Raal acquired after going through many different trials and tribulations to earn the respect of the trolls, "Zul'gurand's Wrath" is a Steel-bladed throwing axe. The axe itself is decorated with pieces of his slain foes - A giant's canine serves as a back spike to the weapon, A dwarf skull is loosely tied by hair to the bottom of the weapon, and the handle is reinforced by white dragonscale. Raal has also carved several red runes, along with the symbol of the horde, on both sides of the blade.
The axe itself is 2 feet in height including the full handle, and the blade curves out to one foot of total breadth. The blade extends out 4 inches, and the giant's back canine, with it's wicked tip, extends outwards for 2 inches.
Raal is capable of throwing this weapon up to thirty meters, the initial motion provided by his arm, and then enhanced with Raal's telekinetic force.
The Runes carved on the weapon allow Raal to do two different things with the weapon.
The first is that Raal is capable of curving the weapon's trajectory, allowing it to cut a crescent arc through the air, rather than a straight line, in order to hit the opponent. this takes slightly more energy from Raal than using the weapon on a straight trajectory.
The second is that Raal is, should he prepare it beforehand, able to use the weapon to deflect physical or magical attacks coming at him by magically shielding the weapon and then throwing it at the offending attack. this takes a couple seconds to prepare and is too slow to use after an attack's already been fired, but will allow the blade to "cut" through even energy or magically-based attacks, defying the laws of common logic, and thus destroying the offending attack.
Despite being made from relatively delicate materials, Raal has managed to fortify the weapon to the same level most primes have managed for their own weapons. Raal has stated this to be purely due to the runes he's enchanted the weapon with, but some say that when the tomahawk sings through the air, it's with the voice of a tortured and screaming troll...
And now I've got that big thing out of the way:
Death slash (300) (requires Debuff Proficiency) (Requires Ranged proficiency)
A technique Raal devised long ago to deal with encroaching enemies, this technique has a range of 2 to 10 feet. Green and black energy coalesces around his hand, and he waves his hand slowly through the air in an arc towards his opponent, as though he was moving his hand through water.
though invisible to an opponent without enhanced senses, a gray tendril of smoky energy fires directly towards the person Raal gestured towards at the speed of a walking human, at the speed of 10 meters per second.
If it strikes the opponent, no actual damage will be caused, but the effect causes the electrical impulses in the brain to be temporarily disrupted, similar to the effects of a powerful boxer shaking his opponent's braincase. The affected person will lose consciousness for a split-second, and their legs will fail to respond for one to three seconds(not sure what stat to make this dependent on - defense, tec, or even speed), causing them to fall over.
This is moderately taxing on Raal's energy reserves.
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Moves:
Ichor Claws: (300 OM)
Like all Ichorians, Alex possesses retractable claws reaching a length of 6 inches when fully extended. These claws are razor sharp and - thanks to their small size - practically weightless, the primary caveat being their limited range. In addition, they can regenerate if broken after a period of full rest.
Ichor Horns: (300 OM)
Like most Ichorians, Alex possesses horns. These horns are four in number, reaching a total length of seven inches which falls just short of being able to run a fully grown man through. They share the features of the claws, with the only differences being length, the fact that they are more for stabbing than cutting, and their location atop his skull rather than at his fingertips.
Ichor Tail: (600 OM)
Alex possesses a tail reaching twelve feet in length, which is proportional in light of his own stature. It is black, elongated, and ends in a six inch long point. As a flexible limb, it can be used for stabbing, grabbing, or supporting his own weight.
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