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Official Move Approval IV
A Scattering storm, (requires Ranged proficiency, Area Attack proficiency, 600 OM)
 
Skeletor charges his Havoc staff for a second, then swings his Havoc staff in an arc, unleashing a volley of magic blasts, similar in all respects (except where noted below) to the bolts that he fires. The bolts fire in an arc outward, but with a slightly downward trajectory that limits their range to only about 15 meters. Skeletor can charge the havoc staff longer, remaining stationary and focusing for a minimum of 1.5 seconds to a maximum of 5 seconds. The longer the move is charged; the more missiles will be fired. The amount varies from three melon-sized somewhat globular missiles at minimum charge to an unbroken tennis ball sized 120-degree arc of magic at maximum charge. These projectiles are only as damaging as Skeletor's normal Energy projection attack, slightly weaker even due to the multiple missiles involved, and travel at the same speed (about 40 mph)
Skeletor is able to use this attack while moving, but must remain stationary and focused to charge the power, during which time magic visibly accumulates in his Havoc staff. As such he cannot use other moves while using this move. It is also worth noting that this move is very draining on Skeletor, and he will only be able to use it once or twice without time to rest (3+ minutes) before using it again.
 
Wall of Flame (requires ranged materialize, area attack, 900 OM)
 
Skeletor extends his Havoc staff, and a beam of light springs from the end, tracing a pattern into the ground up to 15 meters away. This takes approximately 2-3 seconds to occur, during which time Skeletor must concentrate on the power, though he can still move. After the 2-3 seconds, magical flames spring into being along the pattern that was traced.
Skeletor has three different shapes he forms with this move, creating a wall to divide the battlefield, a ring to either keep out or enclose an area, or a scattered pattern of lines that cover the area in short swathes of flame, disrupting formations and creating more chaotic battlefields.
The Wall of flame is approximately 3 meters in height, .5 meters in width and can extend to a maximum of 12 meters from end to end.
The Ring of flame is also 3 meters in height and .5 meters in width, and can extend into a ring of 9 meters in diameter.
The Smattering of flame creates about a score of flames sections only 2 meters tall. These sections are .5 meters still, but only about 2 meters in length.
These flames are painful, but unlikely to be lethal. Skeletor can create gaps in the flame to allow himself or others to pass through, but a determined prime (or even a tough secondary) could burst through the flames with not much worse than a singing. The true danger this move poses is from prolonged exposure, as remaining too long (any more that about 4 seconds depending on DEF) within the flames could cause anything combustible to ignite.
This move is draining for Skeletor to maintain, and although he is able to perform other actions (even those that require his concentration) and maintain the flames, he must not be preforming any other moves when he starts them, and anything sufficiently startling or disorienting will make the flames wither away.
 
The Ram Stone (T1 super attack, 600 OM)
 
Skeletor holds aloft a small, green, ram-head stone, extended floating inches from the tips of his fingers. He utters the words to unleash the power of the Ram Stone, which takes only a few seconds. A jade demonic ram, composed of pure magical energy, forms around him. The magical Ram stands about 4 meters tall, and is translucent, allowing one to see Skeletor standing within. The Demonic Ram leaps at Skeletor’s target, its shape dissolving into pure energy as it closes the distance, slamming into the target and battering it with power (getting hit with a large ocean wave would be a good example of the amount of force). Due to Omniphysics, this power is drawn from Skeletor himself rather than the stone directly, therefore its power comes from his own reserve of energy, making it quite draining to use.
(it is important to note that while in Eternia, the RamStone was known for its ability to destroy any barrier, this has not translated over to the Omniverse, where the Ram Stone is not able to penetrate a Super Defense any better than another T1 super attack.)


Alright, changes noted in bold. I think I may have confused you with my usage of "continuous" in A scattering storm. There's only one arc fired, there are just enough missiles that there aren't noticeable gaps in the arc. I changed the wording to try and clarify that. (If I'm misunderstanding your questions, and you meant something else, sorry)



Thanks for looking these over Mark! You the best!
[Image: qNwQSLL.jpg]  [Image: DkshAtk_zps91eoe5zq.png][Image: Darkdata_zpsu96xxduw.png]



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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