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Move Approval V
Moves left unapproved:
(03-26-2018, 06:23 PM)Kaleigh Dactomb Nox Wrote: [spoiler]
The Black Dog (Alternate Form) - 0OM (Fluff)
Kaleigh harbors a darkness inside of her, a monster she calls Nox, and it will manifest itself if her control slips. This can happen against her will if two conditions are met: First, she must truly believe that she is in serious danger. Second, she must take a blow that would be fatal to a normal human. If these two conditions are met, Kaleigh can still stop the transformation if she stands still and focuses entirely on preventing the transformation for a solid minute. If she doesn’t, she will quickly begin to undergo a drastic change of both body and mind. Jet black fur sprouts from her body, consuming any equipment or clothing she is wearing, with the sole exception of the Black Omen. Her feminine features quickly fade and disappear, and her body takes on a distinct canine appearance very similar to that of a werewolf. Finally, the irises of her eyes begin to shift and move as if there was a fire suddenly lit inside of them. This entire transformation takes about 4 seconds.

Nox is similar to Kaleigh in both size and power, and their fighting styles are identical. Anyone who sees Nox will recognize him as Kaleigh, and any foul deeds he accomplishes will be laid at her feet. He is brutal and ruthless, seeking only to utterly decimate whatever being or beings caused the attack that triggered the transformation. If the original target is killed or otherwise is no longer valid, he will continue to fight and kill any nearby allies of the original target until either they are dead or escape and no one else hostile is in the immediate area. Kaleigh will regain control of herself as soon as she is no longer in danger, according to what her own perception of such danger would be, and the transformation back is the same as before, only in reverse.

(Link to questions thread)[/spoiler]

(And also my moves from earlier)


Moves responded to/approved:

(03-26-2018, 06:17 PM)Desman Black Wrote: [spoiler]Tier 2 Super Attack: Mental Meltdown -800 OM (Requires:Ranged Proficiency, Area Attack Proficiency, Fusion)

When fused, if the fusion were to end up in a situation where it’s parts were to react too drastically different from one another, the resulting conflict would cause the fusion to defuse erratically, creating a fiery explosion 16 feet in radius. Non-damaging shockwaves can also be felt within a 60 ft diameter from where the fusion was, all fusion materials being sent 20 ft away from the centre point as well.[/spoiler]

Approved. But remember, as usual, you can't use this if your fusion is not broken up at the end of your post (or the post of someone else in the fusion).

(03-26-2018, 06:23 PM)Kaleigh Dactomb Nox Wrote: [spoiler]
Malice and Hate – Tier 1 Power-Up - 1000OM
Nox was a force of death and destruction in the world he came from, and while most of that strength has been lost in the Omniverse, he can still summon some of it temporarily. His muscles bulge, his mind sharpens, and his movements quicken.
ATK: +2
DEF: N/A
SPD: +1
TEC: +2



Portent of Death (Fluff move)
Activation time: 3 seconds of uninterrupted eye contact
Speed: Light
Power: Special
Mobility: No restrictions
Accuracy: Direct line of sight
Range: 300m
Area Of Effect:
Attack Description: The eyes of Nox are tools of a reaper, and they have the power to end life just as the mythical scythe once did. Anyone who makes direct eye contact with Nox for 3 seconds or more is marked for death; They will die gruesomely in exactly one year after breaking eye contact. The only way to break this curse is to die early, it cannot be dispelled by any means.

(One OOC year, for simplicity's sake, and it only works automatically on nameless fodder. Otherwise, this effect only happens if agreed upon OOC, and can be taken back at any time during or at the year's end. I’ll keep track of the year.)[/spoiler]

These are both approved. You can buy the power-up once you hit level 2. I'm not 100% sure about your fluff thing because it's a drastic appearance change, so I'll leave that for someone else to take a look at. 

(03-26-2018, 06:56 PM)Taloc Wrote: [spoiler]Ire and Woe (900 OM): Physical Strength, Debuff Proficiency, Ranged Proficiency

Taloc's weapons of choice, Ire and Woe are a short sword and dagger, respectfully. Truly rare to see one without the other, the 20 inch long slightly curved blade of Ire was forged from the same billet as the 12 inch Woe and were designed to be used in tandem. The blades are naturally light and easy to swing, doing little damage, but boasting a high speed and requiring little effort to swing them.

In their hilts are several enchantments designed to deliver poisons into the target, though as of yet, only one is currently working. While he's not sure why the others aren't, Taloc is happy that the one that does is the paralysis poison, even if it is to a drastically reduced degree. The poison is activated by changing his grip on the hilts, pressing down on a series of hidden buttons along the hilt and, while complicated at first, it allows near instant activation and changing amongst the enchantments. Upon contact with the target the paralysis poison will cause muscle spasms throughout their body, effectively breaking the concentration of his target as well as leaving them stunned for one second. Once the poison has been used, it requires five seconds for the blades to recharge enough energy for the effect to happen again.

Nestled in the cross guard of the weapons are a series of darts as well, three per hilt with every level adding one more per. These darts are linked to the enchantments every bit as much as the blades are, but offer a ranged delivery option. While looking to be little more than needles, albeit slightly larger and spiraled, they are honed surprisingly well and allow for good distance despite their size. Doing negligible damage on impact, but flying as fast as an arrow, these darts have a max range of 30 meters with each point in tech offering an additional 5 meters to effective distance. In addition, due to the small size of the darts, they could potentially escape notice during flight.

Writers note:  If the poison activated for the darts has a charge, the charge is used regardless if the target is hit or not.

'Your only friends are your weapons, and even they should be kept at arm's length.'
[/spoiler]

"three per hilt with every level adding one more per"
Primes don't get 'stronger' as they level up. A level 1 is just as strong as a level 2. Just pick a fixed amount of ammo and stick with it. If you'd prefer to have more in the future, just resubmit it for approval. 6 darts per weapon seems like a fair number to me, but you can have more (I doubt you'd ever use more than 12 in a fight, since the damage is pretty low - but really I'd approve this move with an unlimited number, they're already weak so it wouldn't make them much weaker).
"these darts have a max range of 30 meters with each point in tech offering an additional 5 meters to effective distance"
You can have this, but the accuracy based on TEC is already inherently worked into the moves (see the stats table). 

Also, this might sound like a silly and kinda dumb question, but how are you shooting the darts? Are you throwing them? Or firing them from the sword (like a dart canon)? Or shooting them by swinging the sword? I'm mostly asking because arrow speed is quite fast for a thrown item, and you dual wield weapons so I figured you might have a fancy firing method so you don't need to drop a sword/dagger to use the darts.

Lastly, how big are the darts exactly? A couple of inches? One inch?


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

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