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Move Approval V
Throwing these to be approved too, but not purchased just yet...

Fog Breath (300 OM, Requires Area, Ranged, Debuff)
Sunshine swallows up a big amount of air, causing her chest area to grow a bit, before releasing the air in a big stream of dense, cloudy fog. Sunshine requires 3 seconds of sucking up air before she can create a Fog Breath, but she can hold it for up to 5 seconds after charging before she has to fire this technique, allowing her to use other moves while holding the breath as long as they don't require her to use her mouth. Once she releases her breath, it takes the form of a dense fog that takes shape 30 feet around her, going up 10 feet high and turning the area around her into a foggy place for about 30 seconds or until the fog is blown away.

Sunshine requires quite a bit of stamina in order to use this move, and while it does not need a lot of focus to create a Fog Breath, it will leave Sunshine winded after using it, leaving the cloudy woman gasping for air for 3 seconds before turning back to normal. In addition, the fog, while obscuring opponent's vision, will also obscure Sunshine's own vision while in the fog, as well as the vision of her allies. Lastly, while opponent's sight will be obscured while in the fog, they can still hear Sunshine while in the fog, as well as any other loud noise created in the fog.

Water Harness (600 OM, Requires Ranged, Remote Control, Debuff)
Sunshine creates a ball of water, which she sends out at the opponent while holding a string of water for when it catches up to the opponent. The ball of water Sunshine creates is about a foot in height and width, and can be controlled by Sunshine by using the string of water it leaves behind from it's travel. Once it hits the opponent, the water takes form of a harness around the opponent, wrapping all around the opponent and slowing their movement. From that point onward Sunshine can either tighten the harness to deal some constricting damage, or pull the string of water, detonating the harness and causing the opponent to be launched 10 feet into the air. Either way, the harness dissipates after 15 seconds.

The Water Harness takes 5 seconds for Sunshine to charge, and while she can move while charging, she cannot use other Moves or Powers besides Flight while charging the technique. The ball of water and the resulting harness travel only 40 MPH, and have a maximum radius of 50 feet, and the ball can be dispersed by a powerful technique. In addition, due to being made of water, the harness can conduct electricity, and if this electricity reaches Sunshine it can cause her to lose focus and prematurely dissipate the Water Harness. Using this move requires a lot of focus, and ends up causing Sunshine to be winded out after the technique.

Wind Shear (600 OM, Requires Physical, Ranged, Area)
Sunshine spins rapidly before jumping forward in a line, taking the area in front of her as she delivers a kick that creates a cut of air that travels out at fast speeds. This technique takes 3 seconds to charge, but as soon as Sunshine jumps she travels forward 15 feet, building up wind energy as she prepares to kick the air. If she kicks the opponent during this jump, she will unleash a series of wind-powered jumps, dealing a bunch of physical damage to the opponent, but if she reaches her maximum distance, she will unleash a massive downward kick, creating a 5 foot tall and 3 foot wide wind shear that will travel forward another 10 feet at 75 MPH, damaging opponents heavily with the high wind pressures as it passes through them.

Sunshine requires a bunch of stamina and focus in order to use this move, and she must have both of her legs available in order to pull off this move, otherwise she will not be able to jump the required distance. In addition, Sunshine will not be able to fly, move around, or use moves while charging up this technique, and afterwards she will be very winded, preventing herself from flying for the rest of a battle. Lastly, Sunshine can still be attacked while in the air, and if she is attacked while she is travelling through the air, then the attack will be cancelled.

Snowball (300 OM, Requires Ranged, Debuff)
Sunshine creates a snowball from her body, before throwing a snowball at the opponent at full force. This technique takes one second to charge, and the snowball is created at around the size of a baseball, before being thrown at speeds of 80 MPH at the opponent. Once the Snowball hits the opponent, they will take a bit of damage and end up feeling chills around the limb struck by the snowball, causing that limb to be shaky and harder to control for 3 seconds, which can be refreshed by being hit by another snowball. This snowball can be created and thrown while using other moves or while moving, and Sunshine requires little stamina and focus to create one.

P.O.I.N.T Trooper (T1 Assist)
By pressing a button on her remote, Sunshine can cause a weak Secondary citizen nearby to temporarily transform into a P.O.I.N..T Trooper, a strong soldier wearing armor reminiscent to the soldiers in P.O.I.N.T. These troopers rarely ever display any emotions besides aggression and happiness, but during the time they are in the form of a P.O.I.N.T Trooper they are incredibly loyal to Sunshine, unwilling to betray her. They are usually only available for 1 post by using 1 SP, or can stay for multiple rounds by using 2 SP per round, though once they run out of SP they end up returning to their regular Secondary form, with only vague memories of what just happened.

Stats
ATK: 2
DEF: 1
SPD: 1
TEC: 1

Plasma Pistol (300 OM, Requires Ranged)
Every P.O.I.N.T Trooper comes with a standard uniform Plasma Pistol, a sort of rifle capable of shooting small bits of plasma from it's nozzle at the opponent. These guns are reminiscant to a shotgun from the 80's, and are capable of holding up to 5 shots, each shot taking around 6 seconds to fire. When fired, these plasma bullets cause a small explosion upon impact, dealing substantial damage and causing the opponent to be pushed back 3 feet. These guns take 3 seconds to reload, and the shots are carried between all P.O.I.N.T Troopers, which means if one P.O.I.N.T Trooper fires all of it's bullets, then the next one will have to reload before firing again. These guns have a maximum range of 100 feet, and the plasma bullets move at the speeds of a bullet.

Cloud Wave (T1 Super Move, Requires Ranged, Area Attack)
Sunshine charges for 10 seconds, charging the winds around her body before launching what appears to be a wave of fog like clouds with high wind speeds. Upon finishing charging the move, Sunshine creates a 5 feet long, 5 feet wide, and 3 feet tall column of clouds right in front of her, before pushing it out 50 feet away, picking up opponents and dealing damage as they are continually pushed away up to the maximum distance over time, before dissipating. Sunshine has to stay still while charging and firing the technique, and the technique can be stopped by a strong Super Defense. Using the move ends up leaving all of Sunshine's muscles very sore afterwards, due to all the power she puts into the technique.


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

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