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Approved Move Archive (2013 - May 2015)
Gildarts Wrote:Hi, I figured now that I’m level two it’s a good time to submit my super moves (located below) to this forum before it becomes super busy.

Crushing Punch (Requires: Physical Strength Proficiency) 300 OM

This powerful punch collides with its target and offers a staggering blow. Gildarts, who faces everything head on, has condensed his magic into his fist and releases it toward his opponent in a powerful fist that explodes with white energy.

Gildarts charges this punch between blows and then hits his enemy when he sees his chance to strike and where it would have the most detrimental effect. While Gildarts is great at hand to hand combat and his durability is rather high, this fist is weighed with energy and may seem heavier for him to use, thus there would be more strain on his muscles and it would seem slightly slower than a normal punch.

After Gildarts strikes his opponent he still feels the weight of the energy in his fists and the strain lasts for a few lingering seconds.

When an enemy is hit with this attack they feel the heavy air of energy before its impact and are jarred backward by the sheer strength that rams against their person so that it feels like they are getting hit by a freight train.


Crash! (Requires Ranged Prof, Area Attack Prof) 600 OM (chargeable feature is extra) (I may upgrade this to a super move later on)

With this move Gildarts sends a strong wave of slicing energy at his opponent. It grows wider in ratio to the distance it travels in the air and frequently scrapes up the ground in its wake as it travels toward the opponent.

With cubes of earth splattering through the air, the move grows in size and finally connects with its target straight on. The target receives deep lacerations in the pattern of a net.

Drawbacks: Charge up time is about five seconds and the move continues to grow even when it is released from his body. With this said Gildarts cannot stop it in the air and it must land on its final course. It is somewhat difficult to aim if the opponent is further away. While it is in the air Gildarts must keep his focus on it but can still dodge an oncoming attack.

Keep in mind that I’ll be layering drawbacks of the super move so that it is not as easy to cast and so that the move’s status as a Super move is not disregarded or unfitting.

Crash and Burn Cost: 800 OM (requires ranged/physical strength)

Tier 1 Super Move (Defensive: Crash and Disassembly Magic) - 2 SP

In this defensive Super Move, Gildarts has a powerful attack aimed towards him and it is propelling through the air. It seems as though it is inevitable that the massive energy will collide with him and he readies himself in an avid stance.

Gildarts extends a palm outward and releases his disassembly magic into what becomes a white ‘X’ in the face of the oncoming magic. (If it helps you to picture it, the X is like a shield or barrier.) As his netted white energy intercepts the attack aimed at Gildarts, his magic disperses through the oncoming magic that stagnates the attack before it becomes many cubes in the air and the attack is obliterated all together.

Drawbacks: Because this is a defensive move I didn’t want the major drawback to be speed or charge up time, after-all, if he doesn’t have time to deploy it it’s pointless. The massive drawback is aim and focus. Gildarts must stand entirely still. If he attempts to dodge another attack that is oncoming while he has actively released the defensive super move, the wave of energy will become disfigured and will not be an effective defense. The opponent’s move that has stagnated is converting into separating the magic and Gildarts is matching its power, suddenly he is unable to do so as his focus has been disrupted. With his concentration completely gone the opponent’s move will hit him head on and at the close distance there would be no time to run or dodge.

Another drawback is that the opponent’s intercepted magic does not loose its properties, so if it were a move with a debuff it could still potentially pose as a hazard to Gildarts.

Primary function: Defensive move that is usually used on an abiotic target and intentionally disrupts oncoming attacks. Please note that because this works similarly to a shield, it would respectively intercept multiple projectile beams if the targeted location was within the same area as the cast spell and the interception times were not too far apart (such as a rapid weapon) because the move stagnates to absorb and obliterate the power it has crossed with, it would include an attack with similarly aimed multiple projectiles.

[spoiler][Image: latest?cb=20111001061335][/spoiler]





Crushing Evil, Spreading the Truth: Empyrean (requires physical strength) Cost: 800 OM

Tier 1 Super move (Offensive: Crash Magic) - 2 SP

White energy released from his fist in an uppercut that has charged crash magic in it. The strength is powerful enough to send his enemy flying in a spiral upwards. The overall effect is a ‘defeated’ opponent who has been launched out of Gildarts’ sight.

Gildarts activates this move when the malice in his blood feels like ice. The Prime focuses his energy in his right fist (cannot be used by left prosthetic) and launches himself at the opponent. His fist finds its mark when the opponent has left his chin wide open and suddenly the enemy is launched into the air after feeling a weight strong enough to crush their jaw collide into their chin. The force that could shatter skulls instead the target’s body follows the momentum of his blow and is carried upward in a white spiral.

Drawbacks:
A Requirement before the move is deployed: Resolve. Gildarts must deem his adversary as evil (or an evil creature) and/or has seen them do something unforgivable. This drawback is flexible due to character interaction because it makes Gildarts the judge.

Another drawback is the charge up time of at least five seconds, this variable is necessary for his blow to land with finesse and launch effectively upward. Gildarts must also charge at the enemy head-on, putting him at risk for any oncoming attacks that he could dodge if he slanted his route. If it is not given enough time the energy will backfire and the momentum will carry Gildarts away from his enemy



[spoiler][Image: latest?cb=20120315214807][/spoiler]

All approved!
[Image: giphy.gif]


Messages In This Thread
Approved Move Archive (2013 - May 2015) - by Omni - 08-22-2013, 09:10 AM
Re: Move Approval - by PepsiWhirda - 08-28-2013, 06:25 PM
Re: Move Approval - by Proto Man - 09-01-2013, 05:49 PM
Re: Move Approval - by Nanoha Takamachi - 09-02-2013, 02:32 AM
Re: Move Approval - by Ganondorf - 09-05-2013, 07:53 PM
Re: Move Approval - by Omni - 09-06-2013, 06:21 AM
Re: Move Approval - by Omni - 09-06-2013, 07:11 AM
Re: Move Approval - by Omni - 09-06-2013, 09:20 AM
Re: Move Approval - by Nanoha Takamachi - 09-06-2013, 10:32 AM
Re: Move Approval - by Omni - 09-07-2013, 06:50 AM
Re: Move Approval - by Omni - 09-08-2013, 07:06 AM
Re: Move Approval - by Magus - 09-09-2013, 11:58 PM
Re: Move Approval - by Nanoha Takamachi - 09-22-2013, 02:24 AM
Re: Move Approval - by Nanoha Takamachi - 10-03-2013, 06:51 AM
Re: Move Approval - by Nanoha Takamachi - 10-03-2013, 11:28 PM
Re: Move Approval - by PepsiWhirda - 10-04-2013, 04:43 PM
Re: Move Approval - by Proto Man - 10-15-2013, 01:50 AM
Re: Move Approval - by Samus Aran - 01-29-2014, 07:47 AM
Re: Move Approval - by Proto Man - 01-29-2014, 10:57 PM
Re: Move Approval - by Harry Dresden - 02-09-2014, 10:53 PM
Re: Move Approval - by Shang Tsung - 02-12-2014, 01:24 AM

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