09-25-2015, 10:18 AM
Jak Mar Wrote:Natural Claws- 300 OM( Requires Dark Jak ) Dark Jak's claws are sharp enough to pierce armor and Dark Jak's claws also spout dark eco electricity causing electricity to spout through a enemies body.
Can the electricity be used to stun/ temporarily paralyze someone? if so you'll need the debuff proficiency. if it can stun, for how long?
Jak Mar Wrote:Tier 1 Powerup formyou would actually need to purchase Area Shield, Flight and Time manipulation to do any of the things that aren't part of the initial transformation
LIGHT JAK- 1000 OM Jak's ultimate defensive form. Jak turns translucent and pure bluish wings pop out of his back. Jak's eyes turn pure white. He can use a area shield, fly for a short distance by flapping his wings and slow time.
ATK: +1
DEF: +2
SPD: +1
TEC: +1
Jak Mar Wrote:Tier 1 Super Move- Jak jumps in the air, a bluish glow surrounding Jak and he turns into a pure blue angelic form and blue translucent wings pop out of his back. A shield covers Light Jak allowing him to shoot a variety of shots at his opponents, the shots exploding on contact with the enemy. Jak can fly during this attack as well.
Again, you would need flight and Area shield. Also, a Super move cannot attack and defend at the same time, and what I mean by that is, you can't have a Super move that functions as an attack and a defense at the same time. So you must chose, do you want this to be defensive? (Jak is covered by a shield that protects him) or do you want it to be offensive? (Jak is surrounded by a blue glow which fires [amount here] shots at the enemy, all of which explode on contact)
These examples don't have to be what the move does, I was just going off of the two separate, possible, things the move could do.
Alexyana Wrote:Chomp (300): (Requires Physical Strength) Alexyana moves in and bites her opponent, combining the raw physical strength of her jaws with the pointy teeth in her maw to deal damage. While the move itself can deal great damage by piercing the bitten object and/or crushing it, it requires a mostly immobile target to be effective, as even when Alexyana opens her maw widely her effective reach and attacking area are fairly small. In addition, once who/what she wants to bite gets closer to her than a certain distance aiming becomes difficult as she cannot see things directly in front of her. Also, as she needs to move a great deal to get in position this attack is easy to predict.Approved at 300
Alexyana Wrote:Fire Storm (300): (Requires Ranged Proficiency, Area Attack Proficiency) Alexyana takes a deep breath and charges up magic power (this takes ~7-8 seconds) to ready her attack. Following that she's able to move to position herself, though she cannot do so for any longer than ~5 seconds (this can be skipped entirely). Finally, she bends forward and exhaling the air through her nostrils and maw along with a huge amount of flames. These engulf an area in front of her in a rough 40° cone and reaching up to 15 meters from their origin. Alexyana exhales air for ca. 3 seconds and the flames will burn out a further 3-4 seconds after having been exhaled. Also, the flames cover around 5 meters per second, so they reach their max. range just before burning out. The exception to this is if they latch on to something that they can burn, in which case they'll behave like normal fire. Alexyana is unharmed by the effects of her own flames even if she aims it at herself.Approved at 300
Fire Storm has two distinct weaknesses: first is its very long prep time, during which Alexyana has to remain mostly stationary and must focus to build up magic power. She can be interrupted during this prep time, causing her to cough and spew little flame bursts which are mostly harmless. Second, its limited range: even with the ability to reposition herself before attacking, foes can run out of her effective attack range (flame range + how much ground she can cover while positioning herself) and dodge the attack entirely. This attack is just about useless against foes with high range as they can stay clear of that effective range entirely.
Alexyana Wrote:Magma Inferno (+ 300): (Requires Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency) A different form to Fire Storm. The basic mechanics (charge-up, reposition, exhaling) and weaknesses are the same.I would make this an entirely separate move to Fire Storm, have the same set up as fire storm (maybe a little longer charge time because you're spewing magma) but just keep it as a separate move. since you can't switch modes to make it hold people in place, I'm going to say that its price is fine. Approved at 300
Magma Inferno is different in its effects however: rather than exhaling a stream of flames Alexyana spews out a large amount of molten rock which covers a 90° area in front of her, reaching ca. 2 meters in any direction. The molten rock also lingers in the area for ~4 seconds, thus burning the feet/boots of those that stand in it. It rapidly cools off and hardens up within those 4 seconds, becoming brimstone rock at the end of those 4 seconds and trapping things and people caught in it (such as the feet of her opponent if they stand in it). The brimstone is rather fragile and can be broken with blunt force to free oneself.
Dean Winchester Wrote:Sigil Trap (300 OM)Good thing I've seen supernatural a complete total of 3 times. So many factors could go wrong with this when actually trying to trap an opponent, so I see no problem with the current price. Approved at 300
Requires Debuff (have) and Area of Effect Attack (will need to get)
Dean's knowledge of the arcane has transcended its normal uses in the Omniverse. Using Devil, Angel, reper and other appropriately-themed traps, he can temporarily immobilize his opponents.
By spending a minute (or more) painting a large rune filled circle with blood (at least 5 foot in diameter), Dean sets the trap. The trap can be covered with other objects (such as rugs) to conceal it, if he has time. Other than sight, these traps are undetectable until activated. These traps can only be activated while Dean is physically present, up to about 10 feet away.
When (and if) the target enters the circle, the trap is activated. While within the active trap, the target cannot move outside of the trap or attack creatures THROUGH the trap. The trapped creatures still have full access to their moves and powers, so long as they do not require a direct line from inside the trap to their target. For example, a trapped person could use a Remote Controlled ability, but not shoot a gun.
If the image of the trap is damaged in a way that breaks the circle, the trap is instantly broken and its effects end. A trapped target can use attacks to destroy the material the trap is illustrated upon using any moves or powers they please. The trap does not reinforce or strengthen the material it is drawn upon in any way.

![[Image: lIBxrEK.jpg?1]](http://i.imgur.com/lIBxrEK.jpg?1)