11-09-2016, 07:48 AM
(07-13-2015, 02:17 PM)Omni Wrote: The most moves you can get approved in advance is 5.@Weiss; You may chose 5 moves to get approved.
(11-06-2016, 01:35 PM)Amber Veritz Wrote: Time Dust(Requires Ranged proficiency, Time Manipulation) Tier Two Super Move - 800OM
Amber forms an odd crystal in her hand colour of silver. When smashed into dust the sandy substance explodes into a field of sonic energy that slows down time for everything within the energy, except Amber. The change in pace is equal to slowing a character down by half their speed, rounded up. This field of effect is a sphere with a 10-meter radius so it’s fairly sizeable, and can be difficult to escape when being attacked by Amber. The catch to this move is it can only be used once in a fight, because of a lot of Amber’s energy is used in the creation of this dust. If done more than once, Amber would have no energy to continue fighting.
Medical Dust(Requires Advanced Regen.) Tier Two Super Move - 800OM
Amber uses her second kind of dust, an odd kind considering her fighting style. This medical dust instantly clears up wounds, strong enough to fix misplaced bones and completely mend wounds in a matter of seconds. This strong dose of medicine is scarce and can’t be used as often as Amber wished she could. It takes about five seconds of application to fix broken bones.
Time Dust - How long does it take this crystal to form? How fast does this time slow field expand? 10 meters is too large for the slow that you want. Energy spend using super moves can be role played as you like, but it really doesn't matter. If you have the sp for it, you have the energy for it.
Medical Dust - When it comes to healing and regen the amount of sp is the amount of damage you can heal, whether or not 2 damage is a broken limb would really be on a case by case (fight by fight) basis, and the judge that is attributing damage. The move, at a base form, is fine. However, could you re-word/ write it so that is is more general about what it can do, rather than be specific about instantly mending bones (as 2 damage might not even be broken bones).
(11-07-2016, 12:47 PM)Utsuho Reiuji Wrote: Flare Up (Area Attack, Area Defense) (300): A quick, radiation/plasma burst move designed to help clear objects and people away from Utsuho. Drawing power from the nuclear fuel that feeds her, Okuu releases excessive amounts of beta radiation into the air around her, burning anyone unlucky enough to be within a meter radius. These leave radiation burns rather than her standard nuclear heat burns, causing a more deep and thorough pain than the skin-deep burns caused by most other attacks. Unlike pure heat burns however, the invisible wounds it leaves aren't nearly as permanent and debilitating, even if they do hurt a lot more in the short term.
This radiation also reacts with the air, creating a series of weak nuclear fission blasts as the air molecules are torn apart. These blasts last for less than a second, but are intense enough during that time to burn away or deflect some weaker attacks. It takes less than a second for Okuu to charge this move, but since she must draw energy unprepared, it quickly exhausts her if used more than once.
Maybe change the charge time to two seconds? It seems pretty useful and 2 seconds is still a pretty quick charge time.

