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Official Move Approval IV
(03-31-2017, 08:31 AM)Tearen Wover Wrote: The Waltzing Enigma

Tier 1 Assist - 1000 OM

Tearen takes three seconds to imbue his halberd with telekinetic force and a rudimentary intelligence, allowing to move and attack on its own. Enigma floats through the air and responds to mental commands from Tearen, so using this technique puts a strain on his physical and mental endurance. Though Enigma does can move freely while animated, it is not particularly graceful, so its attacks tend to be clumsy and heavy. Still, Tearen can make great use of Enigma by flanking his opponents and keeping them on guard against two physical attackers.

ATK: 2
DEF: 2
SPD: 1
TEC: 0

Reciprocating Maelstrom (Requires Physical Proficiency, Ranged Proficiency, Homing Proficiency, Telekinesis, Burst Movement) - 600 OM

Tearen takes a moment to hastily distance himself from his opponent before spinning around once, flinging Enigma at the enemy. The Halberd moves at about the same speed as a fast sprinter, and spins at high speed as it closes in. Though the force behind it is not great, the speed of the cyclical strikes is often enough to harry even the most skilled of defenders. After striking the opponent five times (even if the attacks are blocked), Enigma stops its rotation and flies back to Tearen’s hands.

Tearen can move while the halberd is airborne, and can fling the weapon in such a way that its rotation is either vertical or horizontal. He cannot, however, use his telekinesis for any other purpose during this attack, though overall this move is not terribly draining to use. Its primary purpose is to distract and intimidate.

Assist is good to go.

Maelstrom: We’ll need to list some kind of range here; we can use the maximum of your level of Telekinesis or you can do somewhat less if you’d prefer, which would add a little more oomph. Does this require Tearen to concentrate or is it independent upon being flung?

(03-31-2017, 09:28 AM)Warren Zimmer Wrote: Chaos Energy Charge - Hands  (600, Physical Strength, Ranged Prof.) 
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Chaos Energy Charge - Hands is a technique that takes Warren about six seconds to execute. There are two ways that he can use this attack because of it's nature. One of these ways is the aforementioned Physical Strength version that involves him performing martial arts moves or punches with his hands at his opponent, but his hands are covered in chaos energy. As a result of this, this does a fair amount of damage per hit and can perform seven hits. However, when he is using this move he cannot use any other moves that require the use of his hands unless he first deactivates this move, in which case he must charge it all over again. The second variant of Chaos Energy Charge - Hands is one that is more suited to ranged combat than anything else, and shoots a thin 2 by 2 foot beam of energy out of the palms of his hands. The beam is colored golden and is as fast as an arrow. This takes the same amount of time, seven seconds to charge up.  However the move of the blast does a fair amount of damage per blast, and he can fire seven blasts at a time at his opponent. One blast or one hand related attack can be done every second. 

M16 Assault Rifle (requires Ranged Proficiency) – 300 OM
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A fully automatic weapon which can be used while moving. It fires two bullets per second. It has a magazine size of 20 bullets and takes only a second to change out the clip. Warren Zimmer can carry up to twelve magazines on his person - he can replenish these when he has enough time to summon more between fights. Warren Zimmer stores this on his back, so it can be grabbed on the fly. It's fairly accurate, but the bullets themselves do little damage.

Chaos Burst - 600 OM, Ranged Proficiency.
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A dark purple beam of raw destructive energy, around three feet in diameter, that is fired from the palms of the hands and can be charged for greater effectiveness. It requires the user to be stationary in order to use, though not necessarily on the ground. The minimum time it takes to use is about a second, and the longest it can be charged for is thirty seconds, the results of which can be very powerful. Once fired it travels as fast as an arrow, and will travel until either it hits something, or Warren Zimmer stops channelling or can no longer sustain it.

Chaos Charge: Does either form require concentration? How draining is each variant on his stamina? Does the melee version wear off with time if he doesn’t hit anyone or does it stay until used? Can the beam be used while moving and/or can it be reaimed? What’s the effective range on the beam? You said the beam has the same charge as the melee but you listed two different numbers; please clarify that. Can the beam be used with other moves? If you can fire up to 7 beams in a single use you’re going to need to pay an extra 300 and list for the charge time and such differs for such a change.

Rifle and Burst are both template moves from the rules so they’re fine.

(03-31-2017, 02:08 PM)Harry Potter Wrote: Shield Charm (600) Requirements- Area Shield Proficiency, Ranged Materialize

Harry's primary means of active defense. Harry knows this spell so well that he uses it non-verbally and almost instinctual; it takes him less than a second to activate it, though he must be holding his wand. Harry creates an invisible shield of magical force about three feet in diameter directly in front of the wand. This shield is roughly the shape of a half sphere. This invisible shield stops or slows any force from its front side. He can maintain this shield for up to two rounds at a time, and can use it an unlimited number of times per day. Sufficient or repeated force can break the shield charm.

The alternative use of this spell is to cast it on any space or person within thirty feet of Harry, and shield that person or space instead.

Harry can only have one shield charm active at a time, and cannot cast any other spells while actively maintaining a shield charm.

Can you give a bit more of a descriptor for how durable this is? Just the word ‘sufficient’ is pretty vague. Does the shield follow Harry/his target or is it stationary? How draining is it on his stamina/magic/willpower to cast? For the duration you’ll need to list a time since two rounds in a fight can be as long or as short as the writer decides.
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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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