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Move Approval V
#88
(10-07-2017, 03:38 AM)Gunther Stein Wrote: Blink Shield [300]
Complex Instant Shield Technique
Req: Area Shield, Foresight, Physical
The Blink Shield is an extremely taxing technique that creates an shield completely surrounding Stein - even underground. This shield is, as the name implies, instantaneous both in creation and duration. The Blink Shield is designed to withstand only one attack, and usually it is for the high-powered AoE attacks his favored Palm Shields cannot handle.

Due to the severe drain this technique has, the Blink Shield can only be used 5 times in succession. One charge returns in five minutes, meaning this technique is to be used strategically. While it cannot block super moves, it can block any non-instant attacks that do not appear on him, or deal sustained damage (such as a repetitive volley of arrows.)

When using the Blink Shield, any currently manifesting moves are lost. It does not require hands to initiate. The Blink Shield appears and shatters so fast that it just looks like shattering glass in a tight sphere around 

NOPE! [600]
T1 Super Defense
Req: Physical, Foresight, Area Shield
Originally a super-powered Blink Shield, this technique developed from a hollow sphere shield into a solid sphere defense. What does this mean? Even appears-on-target effects are blocked by the shield.

Stein's Foresight senses the impending doom of a VERY powerful attack. As a result, he readies his most powerful instant defense. Like the Blink Shield it appears and shatters so fast it just appears like shattering glass.

NOPE! renders T1 Super Attacks pretty much useless in the blink of an eye. It is usually followed by the classing "What happened?" derogatory remark to belittle his enemy's ego.

Blink Shield - Does Stein have to remain still to use this move?

NOPE! - So this is just a super Defense version of the Blink Shield?


(10-07-2017, 10:18 AM)Ash Wrote: In light of the Wiki being a thing now, I've decided I need to finally rework those moves that were approved 2 years ago that might not be accurate anymore.

I have changed the price of two of my previously made moves and the changes are noted by bold and strikes. I have also tried to clean up the descriptions and such in order to better portray the moves. In the end if the changes are approved I would need to be refunded 300 OM.
(Totally using that for my Ultramarine Sword)


RED DEVIL'S CLAW - 900 OM 300 OM
(Requires Ranged Prof and Physical Strength Prof)
Ash's go-to in almost everything. It's a combat-ready grappling hook, but using it for traveling should be considered fodder. Once Red Devil's Claw is summoned properly, it can be resummoned on the fly.

Description:
The Claw is unique but roughly a basic looking Grapple Hook. The arms, however, are sharpened like a blade on the outside, implying it can be used in other ways than just a means of movement. The type of metal is unknown, but it is crimson in color and carries ruins are typical for resisting flames. This does nothing for the wielder, just the grapple hook and its length of 'rope'.
The 'rope' is also strange, in the fact that it is hair. Most likely from a human or humanoid. Its true length is unknown as it has been braided in some places. But Ash has access to 15 ft if she so chooses to use all of it.

Function:
Movement - Fodder. (0 OM)
It is a grapple hook and functions effectively for getting to higher points in altitude as well as swinging about the landscape. It can do anything a normal grappling hook can do, which the only difference being the hair is protected from flames to keep it from being destroyed by extreme temperatures or fire spells.
Gore - (300 OM)
With sharpened arms and a spearhead, it makes for a great exotic but functional combat weapon from close range or mid-range(10-13ft). It has been modified to be launched from her forearm via a mount created by a smith in her world, at the same power of a harpoon gun that allows her to pierce through the fleshiest of substance and can spear through weak opponents effortlessly. Stormtrooper armor has been confirmed to be problematic, anything harder than clothing or weak leathers would be. She fixes this by getting close for precision work with the same sharp metal pieces, manually hooking the pointed ends into the gaps of the armor.

-

SHOCKING GRASP - 300 OM 600 OM
(Requires Physical Strength Prof and Debuff Prof) - It requires touching, not so much the physical strength.
Description:
Lightning dances in the user's hand or hands - using two hands doesn't make it any more powerful but allows her to attack two people at once.

Function:
Weak Paralisis - 300 OM
It is usually a small insufficient shock that merely has the chance of paralyzing the target(s) for a second or two that function as a distraction for movement usually away from the target(s).
Charged Power - 300 OM
This attack, however, can be charged for a more powerful shock that sacrifices the chance to paralyze for pure damage. This she can charge while moving, but cannot administrate the shock unless holding still and touching the intended shockee. Using it too much, or overcharging it - usually in desperation - will leave her tired and weakened.

Red Devil's Claw - This will be 600 OM (for Melee and Ranged variants).

Shocking Grasp - Price approved

Does ash create the weak shock instantly? can she maintain the shock in her hand(s) indefinitely, how draining is it?

How long is the charge for the charged version? Same questions as above.


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Move Approval V - by Jade Harley - 09-08-2017, 08:03 PM

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