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Official Move Approval III
Per this thread, Zack's fixing to get to go into the Koopa armory and get a few goodies. They've all been changed a bit (or, in the case of the third one, a lot) since the move approval workshop, just a heads up.

Fire Bar Saber (300) Requires Physical Strength – Having studied the lightsaber upon arrival in the Omniverse, Bowser's engineers have turned the fire bar, one of their top defensive mechanisms, into a sword. When in storage it is a simple block on top of a small grip that is large enough to wrap one hand around. When activated, five fireballs stack on top of each other, from the block, for a "blade" length of three and a half feet. It takes approximately a full second for the blade to form, which it does by one fireball materializing on top of another until all five are present. This weapon is fast and easy to wield, but if it takes a blow that is overwhelmingly powerful the fireballs can lose their connection. If this happens they will scatter and disappear, and require a two second recharge before the blade can be recreated. When not in use Zack keeps the deactivated handle on the left side of his belt.

Chain Chomp (600) Requires Physical Strength, Ranged Proficiency, Debuff – A creature shaped like a black ball. It is slightly larger than a basketball and attached to a ten foot long chain. The ball itself is the Chain Chomp, a fully living, sentient creature with large eyes, a mouth, and dangerously sharp teeth. Zack uses it by holding the chain and swinging it at an enemy like a whip. The Chain Chomp will either collide with it's target head on for bludgeoning damage, or latch out bite down with it's sharp teeth. This obviously hurts and can debilitate an opponent, or even be used to pull them closer, but if given slack in the chain the creature will let go of it's prey. The chain chomp is somewhat tame, but when Zack is utilizing it in battle he must make sure to keep a grip on the chain, or else it would hop away and be of no use. When not in use the Chain Chomp, with it's rolled up chain, is stored on the back right of Zack's belt, typically sleeping. When not actively part of the battle, it shrinks to about half it's normal size, which is useful for storage purposes.

Koopa Carbine (600) Requires Ranged Proficiency – A rifle that is custom built by the Koopa engineers. The grip, receiver and the stock are solid black. On the center of the stock, on both sides, is the Koopa Kingdom's logo in dark red red. The barrel, as it extends from the receiver, is designed to look exactly like the classic green warp pipes that are so prevalent in the Koopas' home world. The magazines are a darker orange, with a white "?" engraved into them on one side, and a white "!" on the other. The weapon fires Mini-Bullet Bills, small projectiles with eyes, a mouth, and tiny arms. For all intents and purposes, however, they are standard ammunition. The gun can carry thirty of these rounds in the magazine and one in the chamber. It has two fire modes: semi-automatic, which allows him to fire as fast as he can pull the trigger, or a full auto, which allows him to simply hold the trigger down and empty his magazine. It takes Zack about a second and a half to reload this weapon. When needed, Zack summons the weapon from thin air with Omnilium, which takes about five seconds. When he is done with it, he can make it disappear instantly However, he keeps a three point sling on it, for occasions when he doesn't want to summon it again in a short period of time.


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