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Official Move Approval III
Thaal Sinestro Wrote:Ring Duplicate (Requires: Fusion, Symbiosis)

Sinestro can use the Fusion and Symbiosis moves as described, including SP usage, except that his body and the target body remain separate. Only Sinestro's Moves and Powers are transferred to the target, and none of the target's Moves or Powers are given to Sinestro, and both party's Stats remain completely unchanged. Sinestro is the only one who may pay SP to maintain the "Fusion".

Essentially, Sinestro would transfer his Moves, Proficiencies and Powers to another person while remaining separate for the same SP that a Fusion would cost.

Good to go, Sinbad. It'll cost ya 300, I'd wager, unless someone else has a different opinion.


Stephan Donnel Wrote:The Arm (Melee Strength, Debuff) 600

Comprised of multitudes of pressure-lockers and steam pumps covered in hard locked metal casing, bolted on in several places Stephans arm is much stronger and sturdier than even others of such make. This allowed him to develop his own fighting style, focused on using his metal, and completely numb, bodypart to block incoming harm, as well as retaliate with crushing blows. Steam flowing through the pipes inside provides additional layer of offensive power, as venting it in the right moment can incapacitate even strongest opponents momentarily.

The arm can be used in two modes. It can either be used to block off incoming melee attacks, in which it is quite efficient, as few opponents expect their enemy to just plain grab their weapon. Additionally Stephan can strike his enemies with the metal limb, which is strong enough to punch through a brick wall effortlessly, thou its reach is just the same as of usual arm. In addition Stephan will vent scalding steam up to 1 meter away, using that to blind or throw his enemies off balance as he blocks or strikes. It can be used in either way even when holding something not extremely unwieldy (like a one handed weapon) but efficiency will be reduced.

Also, Bumping up the lower one.

“Steamliner” (Ranged, Debuff) 600 OM
Originally a heavy duty industrial piledriver, a “Gorrets High Penetration Apparatus for Builders” was repurposed and heavily customized for usage by Stephan. Normally it is just a collection of pipes, pressure chambers and a release mechanism, but when connected to a special exhaust vent at the end of Donnels’ left arm it turns into a powerful weapon capable of penetrating war-engine grade armour and making a short work of any infantryman too stupid to know better and dazzle the rest. Even a glancing blow from this monstrosity is devastating and it leaves an actual blastwave in its wake. Due to robust design and non-constrictive barrel and muzzle gun easily accepts modified ammunition which can make it even more devastating (And must be purchased as separate moves).

This is a heavy, a bit oversized, pistol about 45cm long. It holds 4 30cm long, 1.5cm wide pikes that serve as ammunition. It is impossible to replace the whole “clip” in combat as it requires partially disassembling the gun. Replacing one spent pike takes ~4-5 seconds. Before firing Stephan must charge the gun up for at least a second and up to five seconds for increased punch and penetration, during this time he can still move, but his left hand is locked in place. After charge is complete it can be held for maximum of 10 seconds, after which, depending on the level of the charge, it will either vent, or rupture from pressure. After firing gun takes around 2 seconds to load a next pike from the chamber before it can fire again. Even on a miss, especially a near-miss a blastwave from passage of the projectile can stun or even knock down weaker people off their feet. While gun has enough power to propel the devastating shot extremely far due to not being quite designed as a ranged weapon (more like industrial tool) its effective range is only 20m, increasing by 10m for every second beyond first it is charged.

The Arm -- This looks pretty good to me. Just wondering what the Debuff is for. Does the blinding or staggering effect last beyond just the momentary distraction while he's blocking or attacking? If it doesn't, then you won't need Debuff for this particular move. Either way, since the wording leads me to believe this would qualify more as a weapon than just a natural use of Physical Strength, I'd say it would be a 900 OM move. 300 for attacking, 300 for blocking, and 300 for the steam effect.

Steamliner -- I am once again unsure of why this one requires Debuff, but aside from that it looks good. Approved at 600.


Flash Wrote:Static Touch - 300 OM, requires Melee Attack Proficiency
Barry runs around the opponent for 10 seconds, charging electricity. When he's done, he walks up to the opponent, pauses for a second, and touches them, electrocuting them. It's a fairly weak attack, but effective.

Super Sonic Punch - 600 OM, Tier 1 Super Move. Requires Melee Attack Proficiency, Super Speed.

To perform this move, Barry must be placed far away from the opponent, so he has time to build up his speed. Depending on the distance and Barry's top speed, this move may take 5-15 seconds to connect. Barry runs at the opponent, accelerating to top speed, before connecting a single punch with all his strength(and speed) put into it. A very powerful move, but if dodged, Barry will likely be vulnerable for an attack from behind.

Static Touch -- The charge time seems excessive for such a weak attack. I feel like you could lower it further, to as little as a few seconds, potentially, depending on just how strong it is. 'Fairly weak' is really vague, after all.

Super Sonic Punch -- Lookin' good to go. Approved.
[Image: kUpgBYg.gif]


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