05-24-2017, 03:26 PM
Thank you for your patience!
@ Dante:
[spoiler]
(05-16-2017, 06:33 PM)Dante Wrote: Kalina Ann - 1500 OM (Requires Ranged Proficiency, Area Attack Proficiency, Physical Strength, Homing Proficiency)
A heavily customized rocket launcher built and wielded by Lady, a human demon hunter Dante once associated with. Loaded up to the gills with various functions, the weapon is durable and versatile enough to serve in most situations. It has to be, considering the size and bulk of it restricts what the user can do. Dante can summon/dismiss this weapon at will with a couple seconds of concentration, but wielding Kalina Ann weighs down all of his movement powers. Using this weapon requires both hands, which also prevents him from simultaneously using this move and any other move that requires his hands.
Kalina Ann's primary rocket launcher can fire high-explosive rockets, traveling at the speed of a speeding car up to 40 meters. On impact, the rocket unleashes a powerful explosion 2 meters in diameter. The launcher can also shoot a homing missile, which boasts slightly slower speed and only a 1-meter diameter blast. Dante cannot move when executing this attack, either way, and the launcher requires a 2-second cooldown period before it can be used again.
Kalina Ann's secondary launchers, located on the aft end, take the form of micro-missile batteries. Propping the launcher down and readying the payload takes 3 seconds, but allows Dante to bombard a 4-meter diameter area in front of him with a dozen explosive micro-missiles. Kalina Ann only has one payload of these missiles loaded, so once they are used, they must be reloaded with a significant rest period outside of battle.
Finally, the oversized bayonet installed on the launcher's underbarrel serves two purposes in itself. First, it allows Kalina Ann to be used as a makeshift melee weapon, in line with a heavy polearm; every swing demands a second of wind-up for sufficient force. Second, the bayonet is wired to a grapnel launcher, with which the user can shoot the blade and lodge it into enemies or objects, then hoist the line to pull the target in any direction. This last maneuver can be potentially reversed if the victim has more ATK than the user.
Sorry this took so long, man. You did super great on describing everything so there's really only one thing I'd like to know more about. Grapnel launcher, last paragraph: What is the maximum range of this? Is it possible for the tether to be cut?[/spoiler]
@ Weiss Schnee:
[spoiler]
(05-19-2017, 11:54 AM)Weiss Schnee Wrote: Ivory Guard (300 OM) (requires )
Weiss's mask has a mind of it's own when it comes to materialization, and at times it will manifest itself as a barrier in the way of an enemy attack, hidden in her clothes or otherwise on her person. This ability can block instinctually for Weiss, stopping minor blows, or reducing the power of stronger attacks by some degree.
The upside is that it can get in the way of anything that enters Weiss's enhanced senses, working off her subconscious survival instinct, as long as it has the half second it needs to manifest. The downside is that this can only happen once per fight, and not while Weiss is using the "Ivory visor" power-up."
The mask itself is roughly the size of Weiss's face (for obvious reasons), and is made of a boney material. If it's hit with too much force it can break, crack, or vanish into a puff of black energy, though this does not impact Weiss's ability to use her Power-up at a later date.
It's limitation in terms of where it can manifest is that it needs to manifest out of contact with Weiss's skin.
five seconds after it blocks an attack, it will either break or dematerialize, removing it's shielding effect.
The Mask will block the first thing it feels can seriously threaten Weiss's life, regardless of if she actually wants it to or not.
You didn't note the proficiencies needed or what the maximum distance it can manifest at is. For example, it will need Ranged Materialize if it appears further than 5 feet from Weiss.[/spoiler]
@ Trixie
[spoiler]
(05-21-2017, 12:52 PM)Trixie Wrote: Electrum-Coated Lightsaber:
It's blade is 3 feet long. It cuts shit. Green.
What's it like to wield this/is it like, a light and quick blade or a slow and heavy blade?[/spoiler]
@ Batman:
[spoiler]
(05-21-2017, 02:32 PM)Batman Wrote: Tier 1 assist: Robin
Emerging from the smokescreen is Robin, the always loyal sidekick ( obviously taken before the shit hit the fan within the injustice comic) will stand by Batman's side to fight his foe. Equipped with his Bo staff he will support his grandfather
Tier 1 stats:
ATK:2
DEF:1
SPD:1
TEC:1
Approved! You'll need to have a separate move for the Bo staff, though, and remember that the cost for a T1 Assist is 1 SP per post and 1000 OM.
Quote:Move: Smoke bomb ( Ranged attack, Area defense ) ( 300 OM )
Batman throws one of his smoke bombs to the ground, on impact they 'explode' and a large smokescreen appears, making it nearly impossible for enemies to orientate their next attack. Batman is able to hide within the smoke, or if he so chooses attack his opponent. The smoke does nothing more than impair ones vision. Batman is able to see through the smoke thanks to lenses within his scowl.
Size: The ball itself has the size and shape of a marble. The area covered in this non-lethal smoke has a maximum of 3 meters high, 5 meters wide and long. The projectile ( when thrown) travels at the speed as if one were to throw a rock, a high speed, high reflex character would be able to catch it.
Restrictions: Batman is only able to carry 2 of these with him at all time. He cannot replenish them during combat. Summoning these weapons takes about 5 minutes of uninterrupted concentration.
How long does the smokescreen last?
Quote:Move: Chocking grip (300 OM)
When holding someone or something Batman is able to release a high voltage shock through his gloves. Both of batman's gloves have 2 charges each. Once used, the capsules get destroyed in the process. Batman will have to re-summon them and place them back in their container within the gloves. Summoning these items takes about 4 minutes of uninterrupted concentration. For a full effect of the attack, Batman needs to release a charge from both gloves, a single glove would do light to moderate damage, as both gloves are released they would cause high damage.
Approved.
Quote:Move: Electric Batarang ( 300 OM, Range attack )
Everything about this weapon is the same as a normal batarang, though it does not cut, the edges are electrically charged, upon impact the victim will receive a shock that will cause them moderate damage. Batman is able to store keep 3 of them with him at all time. Summoning these items takes about 4 minutes of uninterrupted concentration
What is the maximum range of this move?
[/spoiler]
@ Axemerax:
[spoiler]
(05-21-2017, 02:45 PM)Axemerax Wrote: Toxic Talons (300 OM, requires physical, debuff proficiencies)
Upon the deserts of Merax, no evolutionary advantage or dirty trick was passed up in the constant struggle for survival. While the venom glands of their ancestors have withered in recent millennia, gene-therapy treatments have allowed both the ruling genius caste and their soldiers to reclaim the legacy of old. Axemerax's gland has a tendency to overproduce in times of intense emotions, with the paralytic fluids drooling from his mouth. Due to the inefficiency of attempting to bite a target, Axemerax instead elects to raise his claws to his mouth, daubing them in the substance. For the next 10 seconds, or until his claws make contact with an opponent, The Primus's claws are venom-coated. If this poison enters the bloodstream of a target, they become paralyzed for a period of time equal to (4-The opponent's DEF stat). Due to the time it takes to regenerate the poison, this move can only be used once every 20 seconds. If his first blow after application fails to enter the bloodstream, the poison is wasted.
Compound 27-Sigma (300 OM, requires ranged, area attack, debuff proficiency)
The God-Kings of Sivin were one of Axemerax's first conquests. A highly psychic species, their ruling caste of telepaths were worshiped as gods by their lessers, spending every moment bathing in the adoring thoughts of their flock. This devotion created a staunch bulwark of insectoid bodies for the armies of The Alignment to breach, their numbers and fanaticism, coupled with the calculating minds behind the defense, almost succeeded at stalling the advance of Axemerax's Legions. Almost. After months in the lab, Compound 27-Sigma was created, a drastic alteration of a street drug fabricated on some Sivin worlds.
Rather than the pleasant hallucinations the original created, 27-Sigma generated terror. Released over the citadels of the God-Kings with the aid of slave-shackled Sivin citizens released into the crowd, millions of the insectoid creatures went mad with fear, every moment of terror being telepathically passed on to the arthropod aristocracy above. With their ruler caste irredeemably mad, resistance was soon crushed.
Axemerax keeps 27-Sigma stored in 4 canisters in his right shoulder. A tube emerges from his shoulder to launch a canister after taking a half-second to acquire the target, barring him from preforming other attacks while doing so. Once launched, the grenade travels up to 50 meters (Moving at a speed of 10 meters/second) before detonating on impact, creating a haze 5 meters in radius, afflicting all those who breathe it in with its effects. Upon inhaling the toxin, the unfortunate victim begins to hallucinate for 5 seconds, with the duration being extended for as long as they remain inside the cloud. These hallucinations turn everything in the vicinity into a darker, somewhat more terrifying version of itself: Axemerax, a nearly 3-meter tall cyborg lizard bastard only needs marginal altering, the empty void of the nexus becomes a bottomless pit, the victim's own arms become riddled with flesh-eating beetles, etc. The cloud lasts for 5 seconds. This move may only be used every 20 seconds.
Both approved![/spoiler]
@ Sarah Kerrigan:
[spoiler]
(05-21-2017, 04:25 PM)Sarah Kerrigan Wrote: Parasites - 300 OM (Requires Ranged proficiency, area attack.)
Opening several small holes in her forearms, Kerrigan fires a small swarm of 30 tiny, brown, spiked bugs in a shotgun pattern using pressurized air. These bugs are flightless, and cannot control their own trajectory, but explode like a small firecracker when they come within 1 inch of a target's skin. the explosion is pretty minor and even when many or all of them hit the damage is generally pretty minor, leaving generally just superficial wounds on anyone without significantly lower DEF than her ATK. the actual explosive radius is ten centimeters and the damage of the explosion is less powerful the farther away an opponent is from it. The sound and smoke can be very disorienting to an opponent, however, and Kerrigan can fire these swarms very quickly and without much energy loss, though she needs a second between shots for a new batch of parasites to re-gestate, as a "reloadtime", which doesn't take time or effort from Kerrigan.
The effective range is a mere twenty feet, and the Bugs themselves fly at the speed of a crossbow bolt. the spread of the blast is a radius of roughly a meter.
Approved![/spoiler]
@ Chakravartin Wu Kong:
[spoiler]
(05-21-2017, 07:37 PM)Chakravartin Wu Kong Wrote: Palace Taihou
600 OM
Tier One Super Move
Requires Area Attack proficiency, Ranged proficiency
First Mode: Burst
Chakravartin concentrates to gathers chi into a glowing grey and gold sphere, starting out at its least effective at beach-ball size, or smaller. The chi sphere is a bomb, able to physically handled by Chakravartin alone, as contact with any other living thing will trigger the explosion. To Chakravartin, the bomb weighs approximately a pound regardless of size, and so can be thrown fairly easily.
The chi takes about a second to gather at first, and form the initial 20 inch diameter. If he throws it at this point, the explosion will be small, only about three feet in diameter, and not very destructive, doing concussive damage only.
However, after initially summoning it, the sphere will contract. About every ten seconds it shrinks to half the size it had before, and will double its destructiveness. At a five inch diameter, (twenty seconds of charging) it is about as effective as a regular grenade, resulting in an explosion with a ten foot casualty radius.
At about forty seconds of charging, the one-inch explosive will become unstable, and will explode with a twenty-foot radius violently, even if nothing has triggered it.
The sphere will continue to charge for as long as Chakravartin is in contact, and if contact is broken with it, it cannot be charged further. He cannot create more than one sphere at a time. It moves as fast as Chakravartin can throw it, and with the same level of accuracy.
The spheres trigger and explode under the following conditions:
- Something hits it with a high amount of force (Ex. a bullet, a punch from someone with physical strength proficiency or high attack, a spear jab, etc.), however the threshold for piercing it is about the same as piercing something with a thin metal coat. Getting smacked with a blunt force instrument will not trigger it.
- Something hits it at a very high temperature (Fire, a different explosion, laser beams, etc.)
- It comes into contact with something possessing enough chi (Most animals, large trees, most people, etc. Robots and undead, unless they utilize 'life energy' of some kind, would not trigger this. Insignificant living things will also not trigger this, i.e. hitting a fly in the air, or having it roll in the grass will not cause it to explode).
- More than forty seconds have passed, and Chakravartin is still charging it, at which point it will explode in his hand.
The explosion itself is a bright flash of gold and orange light, expanding away in a second from the sphere's center. The light may be enough to surprise at short-range, but it is not blinding. There isn't much heat generated by the explosion, simply concussive force.
The main weaknesses of the technique lie with both its User, and with its trigger conditions.
Chakravartin doesn't have very high technique, only able to throw the bomb with the skill and aim of an amateur, and will often miss. He must also concentrate when initially forming it, giving any enemy a chance to distract him before he can summon it. The attack is easily deflected with armor, or a blunt force instrument. If Chakravartin is not paying attention while charging his ability, it may also reach its instability point and explode before he has the chance to throw it a safe distance from himself. It is also nearly impossible to sneak up on someone with it, as the first moment of the attack's formation, it creates a large glowing orb larger than his head in his hand.
It is ineffective against anything that doesn't count as 'alive' or is sufficiently armored, as only skin contact will make it explode. Shooting it out of the air with almost any weapon will also detonate it early, and its size and speed are easily dodge-able by most. The radius of the explosion is half a foot per second of charging.
Second Mode: Cannon
This is similar in many ways to burst, except that instead of throwing it as a bomb, he detonates one half of the burst while it is still in his hand so that the explosion is narrowed and directed in a specific direction, rather than connected to the trigger.
This takes the form of a wide gray, golden yellow and white beam of concussive chi energy, that will expand forwards at the same speed as the explosion, and with twice the casualty radius of its burst counterpart with the same amount of time spent charging. The longer he charges the cannon for, the longer the length of the beam, the more narrow the beam is, and the more destructive it is. The beam is about one foot per second of charging long.
However, this means that the maximum range for the attack is forty feet at its most dangerous, and only about an inch in diameter.
Once again, the core weakness of the technique is its range and its accuracy. The attack becomes easier to dodge the more powerful it becomes, and compared to its Burst mode, he is sacrificing the effects of any splash damage for getting around the restriction to a specific trigger. There is the same risk of it exploding in his hand if he spends more than forty seconds charging it. While in his hands, it can still be triggered to detonate early by all the same things as burst (i.e. skin contact with something with chi, hitting it with enough force, heating it up quickly etc.).
If he is forced to drop it or loses concentration when making it, it will simply become a Burst, as he is only able to use Cannon while it is still in his hands.
Another weakness of both forms is his amount of Chi (SP), which fuels the explosive. Currently, he only has so much Chi, only able to use the Palace Taihou once safely in a row without proper rest and refueling in between.
Split the two 'modes' into two separate super moves, please. Squishing two super moves into one is a no-go. After that, I'll take another look.[/spoiler]
@ King Ghidorah:
[spoiler]
(05-23-2017, 12:45 AM)King Ghidorah Wrote: Some Kind of Monster - Tier 1 Power-Up (1000 OM)
The astral wellspring that dwells deep within the core of King Ghidorah's being has grown more accustomed to his humanoid form, allowing him to tap into monstrous reserves of strength without the need to transform, and adjusting his fighting instincts accordingly while in this heightened state. The eyes of his two dormant heads snap open when this power-up is active, and golden sparks dance across Ghidorah's horns.
ATK: +2
DEF: +2
SPD: N/A
TEC: +1
Approved!
Quote:[quote]Prismatic Rays: (requires ranged proficiency, area attack proficiency) - (600 OM)
Mothra's main weapon, she is able to fire magical rainbow beams of destructive energy from her eyes. In human form, these beams are as big around as her eyeballs (two beams roughly two centimeters width, spaced about two-to-three centimeters apart) and travel as fast as a bullet for up to one hundred meters before dissipating. They create a small, intense explosion on impact, burning and tearing at the target with tightly focused concussive force, similar to standing in front of the mouth of a PVC pipe containing a fragmentation grenade (ATK score). She must charge for four seconds in-between blasts, and may only fire a maximum of 10 blasts in a one-minute period without incurring noticeable fatigue. This attack is very accurate, relying as it does on line-of sight, but cannot be used against anything outside Mothra's field of vision (this includes targets behind cover).
Kaiju Mode:
While in her kaiju-form, Mothra's Prismatic Rays change in the following ways:
-Range increases to 1 kilometer
-width increases to seven meters per beam. These kaiju-sized beams are strongest in a one-meter diameter zone running through the central axis of the prismatic ray, with the power diminishing proportionally as a target gets further from the maximum power zone (i.e, half the beam's radius from the central area = half the power)
-power increases (as per ATK score increase with powered-up form)
-maximum blast number decreases to six per one one-minute period, and were this version of the attack to somehow appear with a non-gigantic form to absorb the strain, that number would decrease to one.
Approved!
Quote:Rainbow Shield: (requires Are Defense proficiency) - (600 OM)
Mothra has the ability to create a bubble of rainbow force around her body in order to protect herself from attacks. Its very strong, effectively doubling her DEF, and can be deployed instantaneously, but she cannot move while it’s in use (though she may hover in place rather than standing) or take any other action. Creating this shield is tiring, and it may only be maintained for up to forty-five seconds per fight.
Why is this priced at 600 OM? Also, doubling her DEF seems pretty excessive for a move that can be activated instantly...
Quote:Hurricane Winds: (requires ranged proficiency, physical strength, area attack proficiency, Telekinesis) - (600 OM)
By flapping her wings rapidly while in her powered-up kaiju-form Mothra can create tremendously powerful winds in a cone in front of herself one kilometer long and sixty meters wide at the base, tapering out to three hundred meters wide at its maximum range. While not damaging in and of themselves, the winds carry the force of the monster's wing-beats, and the effect is like being repeatedly and powerfully shoved (ATK Score), which can have the effect of knocking down opponents and sending them tumbling from the repeated, powerful pressure - though creatures that can fly whose SPD exceeds Mothra's ATK, or creatures with a combined ATK and TEC score higher than Mothra's ATK may be able to resist. Predictably, the effect is strongest the closer one is standing to the monster, waning to less than half-strength at the maximum distance. Using her wings in this way requires frantic motion on the part of Mothra, which wears her out fast. She can only perform this attack while hovering in place, and can't take any other action, and can only keep it up for seventeen seconds without rest.
Mothra also has the ability to create this effect telekinetically while in Human form, though the range is drastically reduced. If she uses Hurricane Winds in this way, the effect is fifty meters long by three meters wide at the base, tapering out to twenty meters at its maximum range. The same effects and rules for damage and resistance apply, as well as for the strength of the attack relative to distance. While creating this effect using her telekinesis Mothra must stand still on the ground, and can only maintain it for ten seconds.
Approved!
Quote:Tier 1 Super-Defense - Hardiness (600)
Mothra is incredibly tenacious, and combined with her magical power and status as a spirit of life, even very powerful attacks will sometimes fail to harm her (Neutralizes T1 super-attacks or less).
Approved.
Quote:Tier 2 Super-Defense - Force of Nature (800)
Mothra is both a god and a monster, and the power that dwells within her is capable of denying all but the most fearsome of assaults (Neutralizes T2 super-attacks or less)
Approved.
Quote:Tier 2 Powered-Up Form - Mothra (50 meter kaiju) - (1500)
Mothra is able to assume the form of a giant, brilliantly rainbow- colored moth, fifty meters long in the fluffy white-and-black thorax with a one-hundred meter wingspan. This monstrous insectoid being possesses tremendous magical and physical power, incredible flight-speed, and shocking durability for a creature that appears so frail.
ATK: +4
DEF: +4
SPD: +2
TEC: N/A
Approved![/spoiler]
@ Harlan Higgs [SOME STAFFER PLEASE HELP HAHA]:
[spoiler]
Quote:Chimerstry: Fata Morgana (600 OM) [Requires Remote Control, Ranged Materialize, Debuff Proficiency]
There is no limit to what kind of illusions a Ravnos can conjure but their own imagination. The apparitions appear real to anyone lacking the mental fortitude or necessary amount of disbelief to dispel them. Fire burns, cold freezes, lightning stuns, smoke makes the lungs itch.
With the power, Harlan can summon an illusion that affects his opponent situationally. The longer he spends focusing, the greater the effect. Mechanically, this translates into either stunning the opponent or lowering their stats. For example, a chill wind might freeze an opponent or lower their speed. A necrotic wave of energy might sap their strength, or make their bones momentarily too decrepit to move.
There is a minimum charge time of 3 seconds as Harlan draws the energy and traces symbols in the air. The longer he charges, the greater the effect. Theoretically there is no limit to how long he can spend preparing the illusion, but the energy cost of anything past ten seconds would be enough to severely sap his strength and Vitae reserves.
The stun lasts half as long as he spends charging, while the debuff lasts for twice as long. The energy and effort cost are moderate, but require enough attention that he cannot use this ability on more than one target at a time.
I may be wrong on this, but you might need to tack on an extra 300 OM for each variant... freezing, burns, and electrical shocks are all pretty different. Still, it seems like the overall damage/effect/outcome on Harlan's victims would be the same... so maybe not.
I'm going to let someone else take a look, as well, because this is tricky![/spoiler]
@ Dawnika Snow:
[spoiler]
Quote:Fist of the Fallen
Tier Two Super Attack(800)
Requires: Physical Strength, Steel Gauntlets
Imbued with rage for her fallen allies, Erika/Dawn puts all her physical strength into a single massive strike that is strong enough to shatter steel into pieces. Once this attack is made, successful or not, it renders the Steel Gauntlet attack useless for about ten seconds while they repair themselves with the Omnilium infused in Erika/Dawn’s glove.
When did the Steel Gauntlet come into this..? What does this attack look like, how long does it take for her to charge it up before unleashing?
Quote:Demonic Lineage
Tier One Power-Up(1000)
1/2/2/0
This power up can be used by both Erika and Dawn. The dramatic scene with the Demon Kage imprinting her soul onto Dawn’s body created a special demon-born illness inside of her. She now is a half demon and draws upon her demonic powers for short time. She, however, cannot use any guns when this form is active.
Does this power-up result in any physical alterations? If not, that's cool, it's still approved.
Quote:Demonic Power
Complex Move(600)
Requires: Ranged Prof., Area Attack, Demonic Lineage
A black beam with a two-foot radius shot of pure energy released from the palm of the girls’ hands. This move is only useable when Demonic Lineage is active. With no charge, this beam only takes a second to release. If she decides to charge it, it can be charged up to three seconds in which the beam's power is amplified by double.
This needs a drawback. Is it a very fatiguing move? Must she aim it? Must she remain stationary while aiming it? Also, it would be a good idea to note that the "no charge" mode of the move is super weak while the three second charge is stronger.[/spoiler]
@ Kopaka:
[spoiler]
Quote:Puna Makariri [Tier 2 Offensive Super Move] (Requires Burst Movement, Physical Proficiency) - 800 OM
Kopaka takes 1.5 seconds to switch his Kanohi to the Kakama, if he is not already wearing it. Equipped with the Mask of Speed, he selects one target up to fifty yards in a straight path from him. He begins charging the power of the mask for four seconds, causing it to shine with a white light and emit a shrill whirring sound. Upon gathering enough energy, Kopaka rockets towards his target as a blur of movement, striking a vital blow with his Ice Sword. The momentum and speed of the cut make it a devastating attack, but it burns out his Kanohi for one full minute after use, preventing him from using mask powers during this time.
That's cool, ahahahahaaaa. Approved![/spoiler]
@ Aang:
[spoiler]
Quote:Freezing Water Impact (300 OM)
Requires Debuff, Ranged Proficiency
Aang manipulates nearby water and cools it to extreme temperatures without letting it freeze. On impact, the water freezes, slowing the target slightly until they break off the ice. This effect stacks, each reducing the target's speed by about 10%. Ten successfully landed strikes freezes the target in place.
The attack is a straight-forward shot from point A to point B, unlike the arcing path of Aang's air attacks. The extreme manipulation makes the Freezing Water Impact technique more difficult to use. It takes three seconds to chill the water, but no time to fire or gather it.
The layers of frost and ice are difficult to shake completely. It takes a brief moment (maybe four seconds) and a good deal of strength to break free. (Attack to remove a number of charges in four seconds.)
Aang carries two waterskins, with each skin capable of supplying five uses at most. The number of uses is unlimited if there is a nearby water source. By adding an additional second to the charge up time, Aang can pull moisture from the air to double the total amount of uses. An extra two seconds increases the number of uses infinitely, so long as the environment allows. HE cannot draw on moisture in the Nexus or Desert terrains.
What is the range of this attack?
Quote:T1 Supermove: Ice Prison
Requires Debuff, Ranged Proficiency,
This is the big brother of Freezing Water Impact. By expending all the water on his person and gathering as much moisture from the air as possible, Aang sends a massive wave of water to swallow his targets. The moment Aang releases it, the freezing water solidifies, trapping the targets in a frozen prison.
The charge up time is ten seconds to gather enough water and chill it, at which time he can still (and is nearly required to) move. However, he cannot attack, only evade. The range of the attack is ten foot squared, and can hold up to five targets at once. The total duration is five hours, but for each target past the first an hour is removed.
Victims are put into a state of extended rest inside the Ice Prison. They come to no harm, and even heal normally inside the ice. They cannot be targeted by any means, until the Ice Prison shatters or melts to release them.
The purpose of this is to capture targets in a non-lethal force to assist in escaping or simply evading.
Five hours is crazy excessive for a charge time of only ten seconds. Maybe four to five minutes would be okay, since that way it is proportional to the non-super version of the move.[/spoiler]
@ Skadi Lufthejt:
[spoiler]
Quote:Nocturn's Incarnate (Tier 2 Power Up) - 1500
Ra'Tima raises a charm of the Daedric Prince Nocturn to her lips and kisses it, typically saying a quiet blessing. The shadows of the surrounding area seem to move, leaping towards her position and covering her. After about two seconds has passed the shadows completely solidify into a full set of Nightingale armor. The armor is mainly just for appearances and doesn't protect her any better than her normal defenses, but it does however imbue her with Lady Nocturn's blessing, increasing her speed, skill and attack.
ATK: +3
DEF: N/a
SPD: +4
TEC: +3
Approved![/spoiler]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.



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