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Official Move Approval IV
(06-08-2017, 08:34 AM)Mark Wrote: Chinstrap Aang
[spoiler]
(05-31-2017, 09:16 PM)Aang Wrote: Sorry for so many move approvals back to back... XD I'm gonna do a few here to sorta stock up for later.

Breath of Fire T1 Super Attack (600)

Requires: Area Attack, Debuff, Ranged
Fire is created by channeling one's Chi. Chi is produced through breath. Thus; breath is fire. (Continued flavor text here...)

Aang takes a takes a deep breath through the nostrils, then exhales a massive cone of fire. The range is a fifty foot cone of effect that bathes everything in a brilliant flame of swirling reds, violets and blues. The attack is as beautiful as it is deadly, with anything caught in the area of effect caught ablaze, taking extra burn damage until they quench the flames.

Victims on fire may roll on the ground for two seconds to quench the flames, or jump in a sizeable water source to do so immediately. The manner in which the flames swallow objects in their path render most ordinary defense useless, though T1 Super Defenses or higher can effectively nullify Breath of Fire.

Air Bomb(600)
Requirements: Super Jump, Area Attack, Ranged Proficiency

Aang leaps into the air, then with a burst of Airbending he jets back down, slamming into the ground. The impact creates a concussive shockwave that sends anything not bolted down flying directly away from Aang - friend and foe alike. The blast expands ten foot for every ten foot Aang drops, and the force of the blast is increased similarly, with the center of the area of effect being the most devastated.

The downside of this is that after thirty feet, the impact begins to recoil, dealing damage to Aang as well as to those caught in the shockwave itself. There is almost no upper limit to how high Aang can drop from, as long as he can reach that altitude. The only true upper limit is the point at which Aang Aang would not survive the impact. (100 foot per DEF.)

During the descent, Aang is incapable of bending, using the entire descent to charge up the high density air pressure prior to impact. If interrupted, the attack becomes inert. If there is thirty foot between the ground and Aang, he may catch himself and float harmlessly to the ground. If not, he impacts full force, taking the damage of the recoil without dealing the damage of the explosion.

Fireball (600)

Requires: Ranged, Debuff
Quick jabs of the feet, legs, elbow, or other body part create a burst of flame that seeks to catch whatever it is aimed at ablaze. The initial blow is not great at all, but the small fireballs set the target on fire, dealing minute damage over time. Repeated fireballs yield a stacking effect. The target can take a moment (two seconds per charge) to pat out the fire. Rolling on the ground for five seconds removes all charges, as does jumping into a sizeable body of water.

Aang can vary the rate of fire from two shots per second to one shot every other second. The rapid fire tactic is excellent in dealing massive damage to a target, but it is insanely tiring on the stamina. By slowing down and firing only one shot every other second, he has time to breath and can use this technique almost indefinitely, as Chi is directly derived from the power of breath. Because of the varied parts of the body that can produce Fireballs, this can be used in conjunction with other Bending without decreasing the attack rate.

In essence, the fireball is not a direct damage dealer, but a tactic to wear down his opponents, forcing them to submit or flee before they are burned alive.

Stone Shield (600)
Requires: Area Shield(maybe?)
Aand creates a temporary shield two foot in radius, which he manually manipulates to take the brunt of a blow. To manipulate this shield requires a dedicated hand, meaning two shields can be manipulated the same time. However, a single hand cannot manipulate a Stone Glove and Stone Shield at the same time.

Aang is capable of creating a shield almost instantly, but this shield is weak and often only dampens an impact before crumbling away. By taking time, Aang can lift a much larger stone, then by squeezing his hand force the stone to condense down into the two foot radius. He can take up to ten seconds to create a single shield, at which point the shield (though the same size as the instant version) weighs over ten times the instant version.

The Stone Shield(s) remain at the edge of five feet. They cannot move closer or further without becoming extremely burdensome to manipulate, due to either cramping his movements, or becoming too heavy at range.

Ice Spear (600)
Ranged, Debuff
For just a regular attack, this is one of Aang's most lethal techniques. It involves creating a simple, foot long shard of packed ice. A single shard can be created in three second, but for each second that Aang concentrates, he can create an extra shard, and elongate the collective. At twenty seconds, he is capable of creating three shards that reach five foot in length. During this charge time, he is capable of dodging, but attacks are less accurate, due to the heavy focus on the task.

The victims of these shards suffer not only severe piercing damage, but the intense cold spreads, freezing the area around it. The wound and local area are disabled until the target actively removes the shard and then breaks the surrounding ice. If a single victim is hit with all three of the max charged Ice Spears, they shatter, bathing the target in their shrapnel. The shards do not disable, but they are extremely cold and uncomfortable.

Again, apologies for swarming the thread! This should hold me up for a while to come, but... no promises. XD

Breath of Fire: Is the cone 50 feet at the base, or 50 feet in length? What’s the other dimension? How fast does the fire move, or how long until the flames reach their maximum range?

Air Bomb: Does this do damage to enemies or just knock them over? How long does the whole maneuver take to execute? Can he do this on-the-fly or does he need to stop and spring from a standing position? How draining is this on his stamina to perform? You’ll have to set a maximum height here, which can’t be higher than your level of Super Jumping. This would put your current maximum at 10 meters (33~ feet) if you so desire, and when you upgrade to higher levels of jumping you can just post here with an update and get it squared away.

Fireball: What’s the size on these? How fast do they move? What’s their effective range? Can this be used while running around and dodging or does it require him to stand and take aim? Do these eventually extinguish if the foe ignores them? I’d say you wouldn’t need to pay 600 for this if you’re just changing the fire rate and nothing else about it.

Stone Shield: How much stronger than the base form is the charged version? Can these be summoned while doing other things or does he need time to stop and concentrate on doing it? How draining are these on his energy? Do these inhibit his use of other moves at all? What do you mean by “remain at the edge of 5 feet”? You would need Area Defense for this.

Ice Spear: How fast do these move when launched? What’s the effective range? Would being hit cause his concentration to break? How draining is this on his stamina? How large of an area is “local” on the debuff?
[/spoiler]

Batsy
[spoiler]
(06-07-2017, 01:54 PM)Batman Wrote: T1 Powerup: Strength Pill 1000 OM

Designed by Lex Luthor in order to fight the dictator superman. It was designed to give normal men a fighting chance against people like Superman and Wonderwoman.


[Image: 2468063b1dc987c2449be3a2b8aadb4a.jpg]

Stats:
Atk:+2
Def:+2
Spd:+1
Tec:-

Approved!
[/spoiler]

Shinny
[spoiler]
(06-07-2017, 11:00 PM)Shinmen Takezō Wrote:
Previous Move Wrote:Katana: (300 OM)
Takezo carries on his person a katana stolen from the corpse of a previously slain enemy. The sword is overall 36 inches. 12 inches is the hilt and handle, with twenty four being the blade. For Takezo's height it is on the short side of proper length. The blade is proper length, but the long handle is abnormal on most swords. It is meant to allow a better leverage grip that many might see on cavelry weapons, emphasizing both control and strength, while reducing the length of the cutting edge. The sword possess a Koshi Sori, a bend closer to the tang. The most common Sori is a Tori Sori, or a curvature nearest the middle of the blade. Takezo's Sori depth is average in most ways. The Koshi Sori allows for a quicker draw and easier sheathing. Takezo always wields the Katana two handed for maximum strength and control.

Takezo has trained to aim for exposed major and minor arteries. As such, a victim of his blade is left with a bleeding wound, dealing extra damage to the wounded target for a few seconds before the bleeding stops. Repeated slashes add accumulative damage. The damage over time is mild, and the duration for each cut is no more than three seconds.

Iaido: First Strike (300)
This technique can only be used once per encounter, as it requires drawing and immediately attacking in one fluid motion to catch an opponent off guard. Due to it relying on surprise, those with Foresight are immune, as they usually have the ability to predict this type of attack.

Takezo's first strike seeks to put a foe at a disadvantage. He does this by going for a vital slash, right across the chest. This grievous wound not only deals heavy bleed damage, but hampers the victim's breath, due to each expansion of their chest causing extraordinary pain. A victim that cannot breath cannot properly move. If Takezo lands his Iaido: First Strike, the victim takes three seconds of heavy bleed damage and suffers a slight reduction to speed.

How draining is this to perform? You’ll need Debuff for this.
[/spoiler]

Squid Kid
[spoiler]
(06-08-2017, 02:32 AM)Abyss Wrote: Ika Wrap (600 OM, Requires Ranged Proficency, Hive Mind)

Abyss tears off one of her two tentacles willingly or commands one of her tentacles if it was cut off of her body, so she can have it wrap around the body of someone. The tentacle moves at around 50 Miles Per Hour torward the opponent, and once the tentacle reaches the opponent, the tentacle wraps around the opponent's waist (or a equivalent to a waist if they do not have one.)  After wrapping around the opponent's waist, Abyss can choose when to have it start to squeeze, and once the tentacle starts to squeeze it deals some damage in internal bleeding from the squeezing. In addition, Abyss can choose at any time to release the tentacle from the opponent so she can have it return to her, or to have the tentacle move from one opponent to another. The squeezing can last as long as the tentacle is alive, and the tentacle generally lives for four hours before dying. One of the major drawbacks of the move is that after the first use, Abyss cannot use her Coiled Tentacle Cannon with both of her tentacles any more, and after the second use she can't use any moves involving her tentacles. The Tentacle can only move up to 50 Feet away from Abyss before disconnecting from Abyss's focus and becoming useless for the rest of the battle.

There are a few ways to get the tentacle off of you if you happen to be squeezed by the tentacle though. While Abyss can still attack and move while using this move, if she gets hit while she uses this move, the tentacle will temporarily fall off until she gets back up. You can also break the tentacle and have it die early if you can tear it apart, but you will have to have a ATK higher than Abyss's DEF in order to do this. You can also move out of range to cause the tentacle to become useless and fall off of you.

(Waiting to get 6000 OM before I purchase it)

Do these move along the ground? Can these be manipulated while Abyss is running around or does she need to stand and concentrate? How draining is this on her stamina to maintain? For the bit about ATK vs DEF, I’d change it to it taking longer with a lower DEF, rather than outright being impossible. Otherwise you could strangle someone indefinitely which isn’t really fair. Also, you won’t be causing internal bleeding straight-away with a regular move to anyone but the weakest enemies, so I’d change the strength here to be a little less intense. Bear in mind how much you do exactly will depend on stat comparison, but something like “moderately damaging, up to painful bruising” would be fine.
[/spoiler]

Brave Lil' Ghoster
[spoiler]
(06-08-2017, 02:41 AM)Little Ghost Wrote: Void Soul Imaging
"Tut-tut, always so quiet little one. Has the grub got your tongue? Or maybe you have nothing to say? Hahaha, calm yourself for I jest, I jest, Little Ghost. Here, try doing... this instead."
- Unknown inhabitant of Hallownest's Soul Sanctum

Cost: 0 OM (is purely a fluff move)
Requires: Teachings on the properties of Void & Soul by Little Ghost or any of his appropriate secondaries.
Little Ghost is mute. No matter how hard he tries he can utter no sound beyond the creak of exerted joints or the clack and tap of carapace upon carapace. This, the shaping of blackest ink of void and whitest glow of soul into various black and white images, texts, or other symbols, was taught to him by a sympathetic bug in the Soul Sanctum. Little Ghost only remembers the bug to be of about his height except for the massive white crown of horns...


Grandmaster's Lesson: Perfect Parry
"To wield a Nail is to take your instincts and cut down all obstacles before you. To master a Nail is to take that instinct and utterly break it before reforging it into something else entirely. None of my other students could grasp this fully, perhaps you will be the one?"
- Sly of Dirtmouth, Shopkeeper and Nail Grandmaster

Cost: 300 OM
Requirements: Physical Strength Proficiency, Burst Movement, The Pure Nail
To wield a Nail is to be one with it. To hone it is to sharpen oneself. Raising your Nail to the highest of purity equally raises the core of yourself and thus you attain the first enlightenment of war, that that to Block is to Cut. By combining the quick acceleration inherent in an insectoid frame, a Burst Movement pounds out this technique to block an attack.

Superior skill and reflexes pay a significant role here, allowing one to unleash a slash, stab, cut, or hack timed to negate an incoming attack by striking its very concept out of its path, or splitting it down the middle, to create a 3 by 2 feet safe space 'screen' to hide behind for a couple of seconds. Regarding projectiles striking this 'screen' of conceptual parrying, the first (and then about one in five) to strike it would ricochet back along a natural path. A difficult and demanding technique, using it in quick succession is apt cause great fatigue.

Due to how Perfect Parry is performed, Little Ghost might be able to strike at his enemy if he parries while they are in reach of his Nail.


Monarch Wings
[Image: attachment.php?aid=32]"Wings of ethereal matter that shimmer in the air, what a lovely sight."
- Unknown

Cost: 300 OM
Requirements: Super Jumping Advanced, Burst Movement
A pair of ethereal wings that glow with a soothing pale light while in use, these wings allow you to control your movements in mid air with short hops so long as the total upward movement in your hops does not exceed the maximum altitude as given by your flight/jumping power and any limits or boosts imposed upon it.

With this you can use Burst Movement in direction, should you somehow be prevented from doing so, provided that you are not being physically held and kept still.

Perfect Parry: How long does this take to cast? Can it be used while moving? Does it require concentration to cast? Can it be used with other moves?

Monarch Wings: That’s fine. Approved.
[/spoiler]

Higgs Broson
[spoiler]
(06-08-2017, 06:48 AM)Harlan Higgs Wrote: Normal Move - Feed (300 OM)
[Physical Strength, Debuff Proficiency]

 Harlan lunges at an opponent in melee range and grabs them with both hands. Anyone exceeding Harlan's ATK can attempt to prevent this initial grapple and interrupt the second stage of the move from occurring.

If the Grapple is succesful, Harlan leans in and savagely bites into the target's exposed flesh, rending the skin and letting their blood (or blood analogue) flow. He remains attached and draining blood for five seconds, although opponents can break the grapple before then depending on their ATK.

Once Harlan either finishes feeding or is forced away, the opponent is affected by flu-like fragility and light-headedness. The lowers their ATK by a minor amount for 30 seconds.

This move will not work on non organic targets, and if an organic target has some other type of bodily fluid that would be corrosive or harmful instead of blood, Harlan can damage himself by feeding on them.

Is there any kind of stamina drain or some similar kind of downside here? The self-imposed limit against non-organics is fine by me, but what about against regular dudes? Also, can he stack the debuff?
[/spoiler]

Gregni
[spoiler]
(06-08-2017, 07:46 AM)Omni Wrote: Electromagnetic Listening (Enhanced Senses) (300)
Enel can use the power of his Devil Fruit combined with his Mantra (Enhanced Senses) to listen to anyone within the range of his Enhanced Senses. This follows the rules of normal Enhanced Senses, so conversations at his maximum range will be much harder to discern. It requires him to focus on listening, making it difficult to do in the midst of battle, but it can even pick up whispers.

Looks good to me, bossman.
[/spoiler]
Ika Wrap (600 OM, requires Ranged Proficiency, Hive Mind)

Abyss tears off one of her two tentacles willingly or commands one of her tentacles if it was cut off of her body, so she can have it wrap around the body of someone. The tentacle moves at around 50 Miles Per Hour across the ground toward the opponent, and once the tentacle reaches the opponent, the tentacle wraps around the opponent's waist (or a equivalent to a waist if they do not have one.)  After wrapping around the opponent's waist, Abyss can choose when to have it start to squeeze, and once the tentacle starts to squeeze it deals a moderate amount of damage in the form of bruises from the squeezing. In addition, Abyss can choose at any time to release the tentacle from the opponent so she can have it return to her, or to have the tentacle move from one opponent to another. The squeezing can last as long as the tentacle is alive, and the tentacle generally lives for four hours before dying. One of the major drawbacks of the move is that after the first use, Abyss cannot use her Coiled Tentacle Cannon with both of her tentacles any more, and after the second use she can't use any moves involving her tentacles. The Tentacle can only move up to 50 Feet away from Abyss before disconnecting from Abyss's focus and becoming useless for the rest of the battle.

There are a few ways to get the tentacle off of you if you happen to be squeezed by the tentacle though. While Abyss can still attack and move while using this move, if she gets hit while she uses this move, the tentacle will temporarily fall off until she gets back up. You can also break the tentacle and have it die early if you can tear it apart, but the less ATK you have compared to Abyss's DEF, the harder it would be to break out, and vice versa. You can also move out of range to cause the tentacle to become useless and fall off of you. Using this move also drains Abyss's stamina at a slow but steady pace, and once she gets too tired to use the move she is no longer able to control the tentacle.


Messages In This Thread
Official Move Approval IV - by Omni - 07-13-2015, 02:17 PM
Official Move Approval IV - by Omni - 08-30-2015, 06:24 PM
Moves PSA - by Omni - 10-30-2015, 05:59 PM

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