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Move Approval V
Draht (300) (Requires Master Acrobat, Ranged Matieralize)
Schwi focuses on calculations for 3 seconds, expending a minor amount of energy to materialize a thin blue energy wire from one location to another within sight or sensor range. The two ends must be no farther than 200 feet apart. The wire is immaterial to others but Schwi can grab hold of the wire for acrobatic stunts sharply changing her direction and speed. While the wire appears stiff going from point to point it is flexible allowing for a fair amount of slack moving up to 20 feet from the position it was created in, resisting being pulled farther or breaking. Used or not, the wire lasts for 45 seconds and only one may be present at a time.


Kein-Eintrag (600) (Requires Area Defnese)
A transparent blue 2d circle appears in the time span of 3 seconds in the space of Schwi's choosing within 6 inches of her body. This temporary defense maintains its location relative to Schwi as she moves and lasts for as long as she maintains it with a small amount of magical power and focus. The circle may be of any size from 1 inch in diameter to 10 feet in diameter. Larger shields block a larger area but are somewhat weaker than smaller ones. This is a strong defense absorbing minor attacks and cutting the power of moderate attacks in half. The other half is redistributed as a kinetic energy burst at Schwi over the same area as the barrier dealing damage and pushing her back if applicable. Taking hits drains Schwi's magic proportional to the damage blocked and the barrier will disappear if Schwi completely loses her focus. She cannot make more than one barrier at a time and to re-size or re-orient the barrier would require turning it off, fading over 3 seconds, and creating a new one.
(03-05-2018, 09:56 PM)Shantotto Wrote: yeah reduces cast time on 6 moves to 1 second

Huh, okay. With the caveat that a Super Defense can be used to block the ensuring combo.
Animality (Tier 1 Super Attack) – Shang shapeshifts into the form of a massive king cobra. Lunging forward, he proceeds in a quick combination. Two quick strikes befall the foe before they are quickly constricted. Shang squeezes down, attempting to crush their bones. At the end of the combination, using his serpentine body as a giant slingshot, he whips his adversary against the nearest hard surface before reverting to his natural appearance.

Brutality (Tier 2 Super Attack) – Shang gets in close to an adversary and assails them with a flurry of quick strikes (elbows, fists, feet, knees, head). At the end of this vicious combination, he channels a powerful punch and swings at a foe at close quarters. Mid-swing, his fist erupts into a massive, wedge-shaped concertation of fiery, pulsing green energy. On impact, there is a mighty concussive blast that throws back even the sturdiest of warriors and leaves them with scorches and aches that one would expect from having an explosion in their face.

Fatality (Tier 3 Super Attack) – Shang clutches a hand around his foes throat and hoists them into the air. In rapid succession, he drains a terrifying amount of their life force into his opposing fist. He molds this into a blade and thrusts it into their abdomen several times over before tearing it out sideways. He then devours the life force (flavor, Shang receives no health unless he, you know, uses Regeneration or something). He then throws his foe backwards with a powerful psychokinetic burst of energy.
Instinct (Tier 1 Power Up) -- White aura, no physical changes

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

Ultra Instinct (Tier 2 Power Up) -- White aura, no physical changes

ATK: +2
DEF: +1
SPD: +3
TEC: +4
[Image: Shang.jpg]
Borrowed Time (300) Requires: Aetherblades, Time Manipulation, Foresight

When there comes a moment that Viola is in dire need, for a small amount of energy, she can instantly call upon her future self to aid her. When this happens, all of her Aetherblades start acting of their own accord for five seconds, allowing Viola a change to get out of harm's way or concentrate on other moves. They make full use of her foresight where possible. If any of her Aetherblades weren't summoned, they are all temporarily summoned at once for an increased fatigue cost, then shatter after the duration. If any break during this move, they are resummoned automatically one second later (again for an increased fatigue cost). While seemingly acting automatically, the swords fight as if Viola was dedicating her full attention to them. Any swords summoned during Borrowed Time shatter after its duration. Utilising this move is moderately draining overall, and every second the swords fight like this is tiring. She is unlikely to use this more than once per fight.

To be able to use this again, Viola has to concentrate intently for five seconds, during which she has to stand still and can't use any moves or power (including non-passive ones that don't require concentration). During this time, she 'loans' her mind to her past self, although none of her experiences bleed over.
(03-06-2018, 07:19 AM)Schwi Dola Wrote: Draht (300) (Requires Master Acrobat, Ranged Matieralize)
Schwi focuses on calculations for 3 seconds, expending a minor amount of energy to materialize a thin blue energy wire from one location to another within sight or sensor range. The two ends must be no farther than 200 feet apart. The wire is immaterial to others but Schwi can grab hold of the wire for acrobatic stunts sharply changing her direction and speed. While the wire appears stiff going from point to point it is flexible allowing for a fair amount of slack moving up to 20 feet from the position it was created in, resisting being pulled farther or breaking. Used or not, the wire lasts for 45 seconds and only one may be present at a time.


Kein-Eintrag (600) (Requires Area Defnese)
A transparent blue 2d circle appears in the time span of 3 seconds in the space of Schwi's choosing within 6 inches of her body. This temporary defense maintains its location relative to Schwi as she moves and lasts for as long as she maintains it with a small amount of magical power and focus. The circle may be of any size from 1 inch in diameter to 10 feet in diameter. Larger shields block a larger area but are somewhat weaker than smaller ones. This is a strong defense absorbing minor attacks and cutting the power of moderate attacks in half. The other half is redistributed as a kinetic energy burst at Schwi over the same area as the barrier dealing damage and pushing her back if applicable. Taking hits drains Schwi's magic proportional to the damage blocked and the barrier will disappear if Schwi completely loses her focus. She cannot make more than one barrier at a time and to re-size or re-orient the barrier would require turning it off, fading over 3 seconds, and creating a new one.

Approved!

(03-06-2018, 11:15 AM)Shang Tsung Wrote: Animality (Tier 1 Super Attack) – Shang shapeshifts into the form of a massive king cobra.  Lunging forward, he proceeds in a quick combination.  Two quick strikes befall the foe before they are quickly constricted.  Shang squeezes down, attempting to crush their bones.  At the end of the combination, using his serpentine body as a giant slingshot, he whips his adversary against the nearest hard surface before reverting to his natural appearance.

Brutality (Tier 2 Super Attack) –  Shang gets in close to an adversary and assails them with a flurry of quick strikes (elbows, fists, feet, knees, head).  At the end of this vicious combination, he channels a powerful punch and swings at a foe at close quarters.  Mid-swing, his fist erupts into a massive, wedge-shaped concertation of fiery, pulsing green energy.  On impact, there is a mighty concussive blast that throws back even the sturdiest of warriors and leaves them with scorches and aches that one would expect from having an explosion in their face.  

Fatality (Tier 3 Super Attack) – Shang clutches a hand around his foes throat and hoists them into the air.  In rapid succession, he drains a terrifying amount of their life force into his opposing fist.  He molds this into a blade and thrusts it into their abdomen several times over before tearing it out sideways.  He then devours the life force (flavor, Shang receives no health unless he, you know, uses Regeneration or something). He then throws his foe backwards with a powerful psychokinetic burst of energy.

Approved!

(03-06-2018, 12:52 PM)Shang Tsung Wrote: Instinct (Tier 1 Power Up) -- White aura, no physical changes

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

Ultra Instinct (Tier 2 Power Up) -- White aura, no physical changes

ATK: +2
DEF: +1
SPD: +3
TEC: +4

Approved!

(03-06-2018, 06:59 PM)Viola Wrote: Borrowed Time (300) Requires: Aetherblades, Time Manipulation, Foresight

When there comes a moment that Viola is in dire need, for a small amount of energy, she can instantly call upon her future self to aid her. When this happens, all of her Aetherblades start acting of their own accord for five seconds, allowing Viola a change to get out of harm's way or concentrate on other moves. They make full use of her foresight where possible. If any of her Aetherblades weren't summoned, they are all temporarily summoned at once for an increased fatigue cost, then shatter after the duration. If any break during this move, they are resummoned automatically one second later (again for an increased fatigue cost). While seemingly acting automatically, the swords fight as if Viola was dedicating her full attention to them. Any swords summoned during Borrowed Time shatter after its duration. Utilising this move is moderately draining overall, and every second the swords fight like this is tiring. She is unlikely to use this more than once per fight.

To be able to use this again, Viola has to concentrate intently for five seconds, during which she has to stand still and can't use any moves or power (including non-passive ones that don't require concentration). During this time, she 'loans' her mind to her past self, although none of her experiences bleed over.

Approved!
[Image: hnc9xy5]
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
(03-04-2018, 04:32 PM)Ebonywood Hellscythe Wrote: I'm trying to make a more lengthy version of Immortal Flames here, similar to the dark chip Kuzuru used at the start of Ashen DD. This isn't meant to be a super attack. It's meant to be a "Ebony sets on fire for a while so I would advise not poking her". Nor does it really target anyone. And since the continued damage it does is normal move strength, I don't think I need any comments about blocking it with super defences.

If there's anything I need to do to make this work, lemme know.

T2SU - Undying Pheonix (800) Requires: Physical, Debuff, Area Defense, Area Attack

Ebony focuses, channelling her mana for 5 seconds. Once she starts charging, she can't stop, move, or use any other moves, powers, or attacks. During this time, the air around Ebony begins to heat up painfully. After the charging period, dark purple flames violently erupt from her, setting her on fire for 1 round of combat. These reach out around 1ft from her body and will burn anyone who touches them. If someone remains in direct contact with the fire for longer than a second, the flames spread to them doing continued damage to the burning area for the following three seconds at half strength. Also, should anyone touch the fire on someone else for longer than a second, it spreads to them for three seconds (again, at half the potency as before). And so on. The fire could spread to the same person twice, should they touch their burning shoulder with their hand for a second, for example. Flames at one-eighth strength cannot set anything else on fire and are easy to pat out (so can be easily removed before the 3 seconds are up).

Anyone within 5ft of Ebony also slowly suffers due to the proximity to the heat, and while this move is active, Ebony can only move at half speed. While Ebony will never take damage due to her own flames, this move may leave her feeling dizzy. Also, combustible objects ignited by this can still burn her. Lastly, in addition to damaging near people and objects, the flames also incinerate and weaken projectile attacks (and partially nullify over ranged moves and spells), meaning weaker bullets will have a very reduced effect on her, and stronger ranged attacks will simply be weakened a little bit (based on Ebony's ATK against theirs). While active, Ebony cannot travel faster than half speed or use Immortal Flames. She cannot end this move prematurely but may choose to prolong it by spending an additional 2 SP per round. Using Undying Pheonix is very tiring, and it can take Ebony some time to recover after its use, so she can barely move or attack for 10 seconds afterwards, and once she gets over that she'll still be very tired.

The primary reason this move is so tiring and mana intensive is due to the duration, rather than the potency of its effects. The flames tend to do moderate damage while very close, and only lighter damage when further away (or when passed on). They won't melt steel or anything like that (unless Ebony receives a large increase to her ATK stat). But, naturally, if staying too close it will build up over time.


(needs area attack since 'just over 3ft')

Crescent Wave (300) Requires: Ebonywood Hellscythe, Ranged Attack, Area Attack

By channelling additional magic into her scythe, Ebony can project her slashes through the air, causing a thin crescent-shaped wave to head in a straight line from her scythe blade, travelling at the speed of an arrow. To do this, she just has to swing her scythe as normal and focus on the attack. So she can move but she can't concentrate on any other moves at the same time. If anything hits the scythe while she's trying to use this move, it fails, so this attack should purely be used outside of melee range. The wave is just over 3ft long (a bit longer than the blade of her scythe), and being hit by it feels the same as actually being hit by her scythe - so should the state of her scythe blade ever change, that will be passed onto these attacks. Using Crescent Wave is more tiring than attacking with her scythe normally.

Approved.

(03-05-2018, 12:33 PM)Shang Tsung Wrote: Crane Style (2000 OM) - Alternate Form [No physical change or difference]
ATK: 2
DEF: 2
SPD: 2
TEC: 6

Approved. 

(03-05-2018, 10:27 PM)Rafael Esquivel Wrote: The Narwhal Song (Telepathy, Debuff, Ranged Proficiency 600 OM.) 

The Narwhal Song is something that Rafael remembered from his world, and considered annoying. When you combine that with Unicron's power of telepathy, and his annoyance at being in the Omniverse at general, it's become a new attack of theirs. It takes roughly 4 seconds, but as long as their TEC is superior to that of their opponent, what Rafael can do is FLOOD the world of an opponent with nothing but Narwhals singing that song, and driving the opponent up the wall, to the point where they'd be unable to focus on anything else for about 15 seconds, and be begging for it to stop. There is more to the attack than that, though. For you see, Unicron does not just loathe being in the Omniverse, he's quite angry. This is reflected by the Narwhals attacking the individuals. However, this is a telepathic assault, with a unique caveat. If the opponent flinches, they receive the damage they would if, if it had been an actual attack.

I'm actually not so sure that this move fits the tone of the RPG. It even seems a bit fourth wall breaky or cracky given the infamous nature of the song. I'll bring it up with other staff! Thank you for being so patient.
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
(03-05-2018, 10:27 PM)Rafael Esquivel Wrote: The Narwhal Song (Telepathy, Debuff, Ranged Proficiency 600 OM.) 

The Narwhal Song is something that Rafael remembered from his world, and considered annoying. When you combine that with Unicron's power of telepathy, and his annoyance at being in the Omniverse at general, it's become a new attack of theirs. It takes roughly 4 seconds, but as long as their TEC is superior to that of their opponent, what Rafael can do is FLOOD the world of an opponent with nothing but Narwhals singing that song, and driving the opponent up the wall, to the point where they'd be unable to focus on anything else for about 15 seconds, and be begging for it to stop. There is more to the attack than that, though. For you see, Unicron does not just loathe being in the Omniverse, he's quite angry. This is reflected by the Narwhals attacking the individuals. However, this is a telepathic assault, with a unique caveat. If the opponent flinches, they receive the damage they would if, if it had been an actual attack.

So, now that I've established with other staff that this move is a thing you can do...

What are the drawbacks of this move on Unicron? What is its range? Can it affect multiple opponents at once?
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Quake: (300OM) Ranged materialize/ Debuff proficiency.

Shantotto channels for 5 seconds, during this time she can move around at a walk and defend herself, as well as cast a secondary spell if it requires little focus (5 second charge or less) allowing Shantotto to chain spells. After 5 seconds of focus Shantotto devastates the ground below the target in a 7 foot wide area, the ground is turned into an unstable mess of rotating stones that damage the legs of the target slowly over time for 15 seconds during which the target’s legs are shaken up and therefore slower to react, the ground is reformed into columns of shattered stone pillars. This spell does lower damage than her other spells but also takes less energy to use.

This spell has a range of 60 feet.

Burst (300 OM) Ranged materialize/ Debuff proficiency.

Shantotto channels for 10 seconds where she is unable to move or defend herself for the first 5 seconds, after the initial 5 seconds Shantotto can defend herself with her stardust rod. After channeling Shantotto calls forth three lightning bolts that strike down from above the target.

This attack does a great deal of damage. But requires alot of stamina to cast, If the target is under the effect of the “Wet” Debuff (from spell: Flood) this attack stuns the target for 2 seconds and deals extra damage.

This spell has a range of 60 feet.

Flood (300 OM) Ranged proficiency/ Debuff proficiency.

Shantotto channels for 3 seconds before unleashing a torrent of high speed water from her stardust rod, this water stream is 3 feet wide and can be maintained for up to 6 seconds. It does low damage but can push an opponent away to provide distance to Shantotto. This attack has a 60 foot range and applies the “Wet” Debuff making the opponent uncomfortable and more susceptible to lightning based attacks such as “Burst”

This attack has a low stamina drain.
God-mind: Hostile Deconstruction (300) Requires Ranged Proficiency, Telekinesis, Active God-mind transformation

[spoiler] Reaching out with his telekinesis Strazio begins to thoroughly scan one of his opponent's limbs. While mildly uncomfortable this process is easily ignored or may even be entirely unnoticed by those preoccupied with fighting. After three seconds during which Strazio must maintain visual contact with the limb of his choice he will violently deconstruct the limb. Flesh, muscle, and bone will be stripped away in an excruciatingly painful fashion, completely disassembling the limb in a matter of seconds. This shredded biomatter will float around its origin point as if it were an exploded diagram in a biology textbook. During this time Strazio cannot attack, but is able to move freely. While his opponents can attack and move freely, this process is so incredibly painful that many would be hard pressed to take action. This move will last for a total of ten seconds unless Strazio's line of sight is broken at which point Hostile Deconstruction will immediately end. After the move is ended the targeted limb will rapidly reconstruct itself to the same state it was prior to deconstruction. [/spoiler]
[Image: StrazSig.png]

[Image: DarkshireBadge.png][Image: DarkshireDefenseBadge.png][Image: SecondarySaga.png][Image: HerosGraveyardBadge.png]
Overboost Mimic  (Tier 2 Super Move) (Requires Mimic)

Schwi focuses on processing for 15 seconds unable to attack or defend. In doing so she increases the power of a move she has mimicked into a Tier 2 Super Move. She cannot Overboost moves that require buff or debuff proficiency, and the move retains the standard mimic penalty (less skilled use). Moves that already have an area of effect will have the area boosted by 50% (dealing less damage as area moves normally do with the same drawbacks as lower area moves). Permanent moves are limited to a single use of it as the super move, such as summoned weapons. Schwi then uses this new super move included in the cost of this move, and can thereafter repeat use of the new super move until forgotten as with normal mimic moves.
In light of the new rules, time to edit a move.

Old:
T1 Super Attack: Microburst (Area Attack, Ranged, Ranged Materialize) (600): 
[spoiler]The weather itself begins to bend to the will of Summer, as he calls upon his power as the spirit of storms. He passively charges over the course of thirty seconds, able to move freely during this time but unable to attack, all the while dark clouds swiftly gather overhead, pushing out whatever weather had been there previously. Wind blasts down from the heavens, in a column roughly 15 meters in diameter centered on Summer, pulling the clouds and rain themselves down with it, and tearing those who are flying out of the sky. Upon contact with the ground, this downburst becomes an outburst, the wind rushing outwards 25 meters, covering an area of up to 40 meters from Summer in all directions. Raging out at 80 m/s, these gusts easily throw aside anyone caught within them, along with just about anything not nailed down. The wind itself doesn’t do any damage outright, rather, it’s everything the wind tosses about that does the bulk of the harm. A weak rainstorm is left in the wake of this attack, which passes naturally after it runs its course, however many hours that may take. Can not be used in places where the skies are blocked, such as buildings or caves.[/spoiler]

New:
T1 Super Attack: Microburst (Area Attack, Ranged, Ranged Materialize) (600): 
[spoiler]Over the course of 10 seconds, Summer bends the weather itself to his will, conjuring up a rainstorm to devastate his foes. Black clouds swiftly gather overhead, blotting out the sky and pushing out whatever weather had been there previously. Aside from the ominous clouds, those particularly attuned to the weather can feel all the tiny atmospheric changes that come with an approaching storm. The very sky itself seems to tear down from the heavens with wind, clouds, and rain blasting to the ground in a massive downburst, though the actual effects are limited to a roughly 15-meter diameter column centered on Summer. This devastating onslaught of wind tears all who are flying directly above him out of the sky. 
Upon hitting the ground, this downburst becomes an outburst, with powerful winds rushing out and throwing aside everyone and everything within an area up to 15 meters from Summer in all directions. These winds can be felt out much, much further than that, but past that distance, they have no effect and don't carry debris fast enough to harm. After a few seconds of raging, the winds subside, leaving naught but a weak rainstorm in their wake. As with most wind-based attacks, it's not the air itself that does the damage, but rather all the people and debris being turned into deadly projectiles. As a weather-changing move, it cannot be used in places where the skies are blocked, such as buildings or caves.[/spoiler]
[Image: ZpWQiiu.gif]
(03-08-2018, 05:56 AM)Summer Wrote: In light of the new rules, time to edit a move.

Old:
T1 Super Attack: Microburst (Area Attack, Ranged, Ranged Materialize) (600): 
[spoiler]The weather itself begins to bend to the will of Summer, as he calls upon his power as the spirit of storms. He passively charges over the course of thirty seconds, able to move freely during this time but unable to attack, all the while dark clouds swiftly gather overhead, pushing out whatever weather had been there previously. Wind blasts down from the heavens, in a column roughly 15 meters in diameter centered on Summer, pulling the clouds and rain themselves down with it, and tearing those who are flying out of the sky. Upon contact with the ground, this downburst becomes an outburst, the wind rushing outwards 25 meters, covering an area of up to 40 meters from Summer in all directions. Raging out at 80 m/s, these gusts easily throw aside anyone caught within them, along with just about anything not nailed down. The wind itself doesn’t do any damage outright, rather, it’s everything the wind tosses about that does the bulk of the harm. A weak rainstorm is left in the wake of this attack, which passes naturally after it runs its course, however many hours that may take. Can not be used in places where the skies are blocked, such as buildings or caves.[/spoiler]

New:
T1 Super Attack: Microburst (Area Attack, Ranged, Ranged Materialize) (600): 
[spoiler]Over the course of 10 seconds, Summer bends the weather itself to his will, conjuring up a rainstorm to devastate his foes. Black clouds swiftly gather overhead, blotting out the sky and pushing out whatever weather had been there previously. Aside from the ominous clouds, those particularly attuned to the weather can feel all the tiny atmospheric changes that come with an approaching storm. The very sky itself seems to tear down from the heavens with wind, clouds, and rain blasting to the ground in a massive downburst, though the actual effects are limited to a roughly 15-meter diameter column centered on Summer. This devastating onslaught of wind tears all who are flying directly above him out of the sky. 
Upon hitting the ground, this downburst becomes an outburst, with powerful winds rushing out and throwing aside everyone and everything within an area up to 15 meters from Summer in all directions. These winds can be felt out much, much further than that, but past that distance, they have no effect and don't carry debris fast enough to harm. After a few seconds of raging, the winds subside, leaving naught but a weak rainstorm in their wake. As with most wind-based attacks, it's not the air itself that does the damage, but rather all the people and debris being turned into deadly projectiles. As a weather-changing move, it cannot be used in places where the skies are blocked, such as buildings or caves.[/spoiler]

I'm pretty sure I looked over this one already. You're not using the entire 30 metre diameter limit on the damaging effect, and the wind effect is a non-damaging utility (see the full description for the rules addendum I posted), so the existing version is fine.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
Makankosappo (Tier 1 Super Attack) (req. Ranged, Area Attack) - 600
Makankosappo, or Special Beam Cannon, is a specialised penetrating beam developed by Piccolo. Cell places his index and middle finger on his forehead and charges his ki at the tips. Yellow energy flashes and blue sparks fly as the power collects, taking him approximately five seconds to do so. Once charged, Cell points his fingers at his target and shouts the name of the attack. From his finger tips flies a neon yellow beam of energy roughly the width of his two fingers with another neon yellow beam coiling around the first, edges lined with purple, travelling at the speed of an arrow. The 'corkscrew' nature of this beam allows it to bore through almost any substance, and a substantially weakened target (ie. someone that Cell has the power to kill) will be gored by it. A strong enough defence, or if it misses and hits a resilient mass, will make the attack explode instead, in a radius of around 25 feet.

Super Kamehameha (Tier 1 Super Attack) (req. Ranged, Area Attack) - 600
Cell's super-charged variant of the kamehameha. Cell takes a firm stance, unable to move (though he can stay still or fall in the air if he is airborne), cups his hands at the wrist and brings them to his side. He chants the technique's syllables (ie. "ka ... me ... ha ... me ... ha!") whilst gathering his energy in his hands, where a blue light mass forms. The more syllables he has pronounced, the closer the attack is to being ready. When he unleashes the attack, a bright blue beam of power streaks towards his opponent at about the speed of an arrow. At normal pacing, it takes five or six seconds to perform. The beam is approximately 20 feet in diameter and when it hits something explodes in approximately twice that radius. This technique allows Cell to draw much more power much faster than the standard Kamehameha, but he cannot do it as often.

Unstoppable (Tier 1 Super Defence) - 600
Cell channels ki into his arms and legs as a Super Attack is performed against him. If a melee attack, Cell redirects it away from himself by catching it and throwing the opponent away. If a ranged attack, Cell either deflects it or crosses his limbs over his body to absorb the impact, negating the charged ki in his limbs to stop the damage.

Semi-Perfect Form - 100% Power (Tier 1 Power-Up) - 1000
Cell reaches the first stage of his evolution - his semi-perfect state. He becomes more human-like and less bug-like, though still far from blending in with a human population. His newfound strength makes him a deadly threat in battle.

ATK: 2 + 2 = 4
DEF: 2 + 2 = 4
SPD: 3 + 1 = 4
TEC: 3 + 0 = 3
Adding a minor change to Aetherblades (because I gotta get those lightsaber similarities, yo). And also submitting a couple of power-ups.



Aetherblades (600) Requires: Ranged Proficiency, Ranged Control

Viola can create up to four floating magical swords appear within 3m of her. Each sword takes 2 seconds of concentration to create, during which she can move. The swords are created one at a time, so it would take 8 seconds to make all 4. Creating the swords is not tiring. The swords are translucent blue-violet, have 0.9m long blades, are straight, and have a crossguard like a typical longsword. While they have handles, Viola is not physically strong enough to use them so has to control them with her magic. Usually, Viola can comfortably move the handles at up to 30m/s* within 60m of her, but while rotating them to attack or parry she would struggle to move them at 10m/s*. The swords can spin very fast while the handle is moving below 10m/s*, and if she had the reaction time and skill they would have a good shot at deflecting a bullet if in the right place.

The blades are durable and very unlikely to break - but, a strong hit to the handle will cause the sword to disperse into the air. Viola can destroy the swords with 2 seconds of stationary concentration per sword. They also disintegrate if Viola falls unconscious, or if they are ever moved more than 60m away from her. She can also destroy one instantly by touching its handle

The swords don't inherently require a lot of focus to move - no more than one has to focus to move an arm. But, in intense combat, using all four at once quickly and effectively does require her to stand still and dedicate all her concentration towards them. In a slower drawn-out fight, however, she can usually move and use/charge less demanding attacks while still controlling her swords - and using one or two swords at once doesn't notably inhibit her at all unless she is being very aggressive - or forced to put all her efforts towards defending from a fast attacker. The swords are generally weak (but still very sharp) - at least compared to what Viola's magic is capable of - they trade off raw strength for versatility, durability, and speed. So, if continuously harassed, the damage will build up. Furthermore, beyond 30m, wounds caused by the swords tend to be weaker, dropping off in strength until they reach 60m away where they can barely replicate a paper cut. In addition to being sharp, the blades of the swords are also hot - enough to leave minor scorch marks from a direct hit on both living targets and the terrain, but not enough to cauterise wounds. They also tend to make audible whirring noises while moving through the air, halfway between how a lightsaber and helicopter blades sound.

An opponent could technically grab the handle of one of the swords and try to use it against her as an incidental weapon, or as an actual weapon if they have mimic - although they're unlikely to find it an effective weapon. The swords may swing through the air quickly, but they are also very light. In addition, Viola would still have control over the weapon, so unless they're considerably stronger than her (their ATK against hers), she'd likely be able to make their attacks miss, or wrench the sword from their grip if she focuses.

*The speeds of the swords are relative to Viola's own movements. So if she was somehow moving 10m/s one direction, the swords would be unable to move faster than 20m/s in the opposite direction.



T1 Powered-Up Form: Serenity (1000) Requires: Time Manipulation

Viola drastically manipulates her movement through time, allowing her to calmly walk faster than most primes can run while retaining most of her strength. While using this form, everything appears to be moving slower than normal due to her bolstered reactions. Furthermore, despite how fast she may appear to move, from Viola's perspective she is merely maintaining a brisk walk.

ATK: 5
DEF: 0
SPD: 5
TEC: 5



T2 Power-Up: Super Serious Face (1500)

By wiring vast amounts of mana through his veins, while temporarily using telepathy on himself to create additional links throughout his own mind, Dane can harness a lot of strength at once and be able to control it incredibly well. Besides him either laughing, grinning, or looking more serious than usual, there's no real visual change.

ATK: +5
DEF: +0
SPD: +0
TEC: +5
Just getting this formally reviewed/approved to make sure I'm legit. Basically just buying the ability to teleport other people.

Portals (300 OM)
Blink is a Master Teleporter, and as such can teleport up to 80 meters away. She does this by using a green energy from her hands that can create these openings to a new place. She can also directly put a portal on herself to teleport instantly, though it always leaves a small green 'rift' where she 'ported. The rifts last only a few seconds, long enough for someone to follow. Blink can also just teleport on her own, but she always comes out of a portal, even if she didn't enter one to begin with. This is basically like putting a portal literally on herself. It still leaves a green rift.
[Image: blink2k15.png]
(03-07-2018, 11:53 AM)Shantotto Wrote: Quake: (300OM) Ranged materialize/ Debuff proficiency.

Shantotto channels for 5 seconds, during this time she can move around at a walk and defend herself, as well as cast a secondary spell if it requires little focus (5 second charge or less) allowing Shantotto to chain spells. After 5 seconds of focus Shantotto devastates the ground below the target in a 7 foot wide area, the ground is turned into an unstable mess of rotating stones that damage the legs of the target slowly over time for 15 seconds during which the target’s legs are shaken up and therefore slower to react, the ground is reformed into columns of shattered stone pillars. This spell does lower damage than her other spells but also takes less energy to use.

This spell has a range of 60 feet.

Burst (300 OM) Ranged materialize/ Debuff proficiency.

Shantotto channels for 10 seconds where she is unable to move or defend herself for the first 5 seconds, after the initial 5 seconds Shantotto can defend herself with her stardust rod. After channeling Shantotto calls forth three lightning bolts that strike down from above the target.

This attack does a great deal of damage. But requires alot of stamina to cast, If the target is under the effect of the “Wet” Debuff (from spell: Flood) this attack stuns the target for 2 seconds and deals extra damage.

This spell has a range of 60 feet.

Flood (300 OM) Ranged proficiency/ Debuff proficiency.

Shantotto channels for 3 seconds before unleashing a torrent of high speed water from her stardust rod, this water stream is 3 feet wide and can be maintained for up to 6 seconds. It does low damage but can push an opponent away to provide distance to Shantotto. This attack has a 60 foot range and applies the “Wet” Debuff making the opponent uncomfortable and more susceptible to lightning based attacks such as “Burst”

This attack has a low stamina drain.
(01-30-2018, 08:22 AM)The Vision Wrote: Missed those. Alright...

@Dawn
[spoiler]
(01-25-2018, 10:19 AM)Dawnika Snow Wrote: The move I'm posting is a morph of an old move I've already purchased. I will basically be changing the flavor of the move to something different, needing no change to cost and whatnot. I do this just for bookkeeping sake.

Old move:
Gladium - Physical Strength (300)

A short-bladed knife for CQB. It’s a simple weapon made for cutting, only reaching 6in past the hilt. It’s strapped onto her right boot for quick access.

New move:
Scythe - Physical Strength (300)

A short-range upgraded melee weapon mounted on the off-hand forearm of the user for quick, murderous shanks and slashes. Very easy to use with little effort or training, but a skilled user finds themself advantagous in CQB. The two-pronged, dual-edged blade can be retracted and extende by a push of a button. It hardly reaches past the user's wrist(8in) but can be deadly if used correctly. Though the prongs emit a soft glow, they are made of sturdy, sharp metal, and both double edged. It's clunky to use with other weapons in hand, but the user's hand is free, it can be used without much problem. Scythe can be complicated to maintain, needing to charge electrical energy to be used. Once charged after twenty seconds, it can be used freely for the next ten seconds without a problem. After that time is up, it begins to recharge automatically during a fight. If broken, the Scythe becomes unusable until attended to, which takes at least five minutes of focus depending on the problems. Albeit a pretty over-glorified knife, Scythe is fairly easy to break. Granted you can actually smash the electronic attached to Dawn’s wrist, it will malfunction rather easily.

[Image: sh2QGCc.png?1]

Can it recharge mid-combat? What does being hit by this feel like (i.e. are these normal blades or lightsabers)? And just for fun, how hard is it to break these?[/spoiler]
Changes made in Italics
[Image: EfV1VTk.png]
[Image: AshenBlades.png]
Yandere Hater 9000 (900)
(Ranged Proficiency, Debuff Proficiency)
[Image: images?q=tbn:ANd9GcSXSEfVhum9ZIR326jk7Jo...SF9_OiR6og]
The Yandere Hater 9000 is a 40 inch grey and purple blaster rifle which can fire three types of ammunition. Changing power cartridges (such as when switching ammo types or reloading) takes 3 seconds. The Yandere Hater 9000 has an effective range of 90 feet and its shots travel at the speed of arrows.

The three ammo types are:
• Standard Blasts. Foot-long, inch-thick beams of purple energy about as powerful as arrows. They cauterise any wounds they inflict, preventing blood loss. This ammunition type has a semi-automatic rate of fire (one shot each time the trigger is pulled) and each cartridge holds enough power for 21 blasts. When loading this ammunition, Warren cannot fight, as the process requires the use of both hands and for him to Focus mostly on his weapon; he can still walk or run as normal, though.

• Sniper Beam. An inch-thick beam of purple energy which keeps going until it reaches its max range or hits a target. Upon striking someone, the beam will deal high damage. This beam cauterises any wounds it inflicts, preventing blood loss. Each sniper cartridge only holds enough power for a single shot. This ammo type has a strong recoil, so Warren will tire himself out if he uses it too frequently. When loading this ammunition, Warren cannot fight, as the process requires the use of both hands and for him to Focus mostly on his weapon; he can still walk or run as normal, though.

• Dimensional Beam. An inch-thick beam of purple energy which keeps going until it reaches its max range or hits a target. Upon hitting someone, the beam of energy will disable a single move for 10 seconds. Each character can only have up to one move removed at a time. In the case of weapon-type moves, the item vanishes into a pocket dimension for the duration. In the case of magical moves, the character still remembers how their move functions (as this is not a mental effect), but the Omnilium expended to purchase that move is sealed away in the pocket dimension, rendering it temporarily unusable. Each dimensional cartridge only holds enough power for a single shot. This ammo type has a strong recoil, so Warren will tire himself out if he uses it too frequently. In order to disable a move, Warren must have seen it used at least once, at some point before loading this ammunition. When loading this ammunition, Warren cannot fight or move at all, as the process of calibrating the shot to disable a specific move takes his complete Focus.
(03-07-2018, 11:53 AM)Shantotto Wrote: Quake: (300OM) Ranged materialize/ Debuff proficiency.

Shantotto channels for 5 seconds, during this time she can move around at a walk and defend herself, as well as cast a secondary spell if it requires little focus (5 second charge or less) allowing Shantotto to chain spells. After 5 seconds of focus Shantotto devastates the ground below the target in a 7 foot wide area, the ground is turned into an unstable mess of rotating stones that damage the legs of the target slowly over time for 15 seconds during which the target’s legs are shaken up and therefore slower to react, the ground is reformed into columns of shattered stone pillars. This spell does lower damage than her other spells but also takes less energy to use.

This spell has a range of 60 feet.

Burst (300 OM) Ranged materialize/ Debuff proficiency.

Shantotto channels for 10 seconds where she is unable to move or defend herself for the first 5 seconds, after the initial 5 seconds Shantotto can defend herself with her stardust rod. After channeling Shantotto calls forth three lightning bolts that strike down from above the target.

This attack does a great deal of damage. But requires alot of stamina to cast, If the target is under the effect of the “Wet” Debuff (from spell: Flood) this attack stuns the target for 2 seconds and deals extra damage.

This spell has a range of 60 feet.

Flood (300 OM) Ranged proficiency/ Debuff proficiency.

Shantotto channels for 3 seconds before unleashing a torrent of high speed water from her stardust rod, this water stream is 3 feet wide and can be maintained for up to 6 seconds. It does low damage but can push an opponent away to provide distance to Shantotto. This attack has a 60 foot range and applies the “Wet” Debuff making the opponent uncomfortable and more susceptible to lightning based attacks such as “Burst”

This attack has a low stamina drain.

Quake - Can the target evade this attack? What about flying opponents? Are multiple enemies harmed? 

Burst - This is variable when paired with Flood, so it costs 600 OM. Elaborate on how much of a stamina drain this is, please. Is it like she's run a few laps on a track? Does it affect her ability to cast other moves?

Flood - Approved.

(03-07-2018, 09:58 PM)Strazio Rockwell Wrote: God-mind: Hostile Deconstruction (300) Requires Ranged Proficiency, Telekinesis, Active God-mind transformation

[spoiler] Reaching out with his telekinesis Strazio begins to thoroughly scan one of his opponent's limbs. While mildly uncomfortable this process is easily ignored or may even be entirely unnoticed by those preoccupied with fighting. After three seconds during which Strazio must maintain visual contact with the limb of his choice he will violently deconstruct the limb. Flesh, muscle, and bone will be stripped away in an excruciatingly painful fashion, completely disassembling the limb in a matter of seconds. This shredded biomatter will float around its origin point as if it were an exploded diagram in a biology textbook. During this time Strazio cannot attack, but is able to move freely. While his opponents can attack and move freely, this process is so incredibly painful that many would be hard pressed to take action. This move will last for a total of ten seconds unless Strazio's line of sight is broken at which point Hostile Deconstruction will immediately end. After the move is ended the targeted limb will rapidly reconstruct itself to the same state it was prior to deconstruction. [/spoiler]

You should have Debuff listed because of how it affects an opponents ability to attack. Still— Approved!

(03-08-2018, 05:37 AM)Schwi Dola Wrote: Overboost Mimic  (Tier 2 Super Move) (Requires Mimic)

Schwi focuses on processing for 15 seconds unable to attack or defend. In doing so she increases the power of a move she has mimicked into a Tier 2 Super Move. She cannot Overboost moves that require buff or debuff proficiency, and the move retains the standard mimic penalty (less skilled use). Moves that already have an area of effect will have the area boosted by 50% (dealing less damage as area moves normally do with the same drawbacks as lower area moves). Permanent moves are limited to a single use of it as the super move, such as summoned weapons. Schwi then uses this new super move included in the cost of this move, and can thereafter repeat use of the new super move until forgotten as with normal mimic moves.

Approved unless stated otherwise by Omni. Note the SP and OM cost on your roster.

(03-08-2018, 07:21 AM)Cell Wrote: Makankosappo (Tier 1 Super Attack) (req. Ranged, Area Attack) - 600
Makankosappo, or Special Beam Cannon, is a specialised penetrating beam developed by Piccolo. Cell places his index and middle finger on his forehead and charges his ki at the tips. Yellow energy flashes and blue sparks fly as the power collects, taking him approximately five seconds to do so. Once charged, Cell points his fingers at his target and shouts the name of the attack. From his finger tips flies a neon yellow beam of energy roughly the width of his two fingers with another neon yellow beam coiling around the first, edges lined with purple, travelling at the speed of an arrow. The 'corkscrew' nature of this beam allows it to bore through almost any substance, and a substantially weakened target (ie. someone that Cell has the power to kill) will be gored by it. A strong enough defence, or if it misses and hits a resilient mass, will make the attack explode instead, in a radius of around 25 feet.

Super Kamehameha (Tier 1 Super Attack) (req. Ranged, Area Attack) - 600
Cell's super-charged variant of the kamehameha. Cell takes a firm stance, unable to move (though he can stay still or fall in the air if he is airborne), cups his hands at the wrist and brings them to his side. He chants the technique's syllables (ie. "ka ... me ... ha ... me ... ha!") whilst gathering his energy in his hands, where a blue light mass forms. The more syllables he has pronounced, the closer the attack is to being ready. When he unleashes the attack, a bright blue beam of power streaks towards his opponent at about the speed of an arrow. At normal pacing, it takes five or six seconds to perform. The beam is approximately 20 feet in diameter and when it hits something explodes in approximately twice that radius. This technique allows Cell to draw much more power much faster than the standard Kamehameha, but he cannot do it as often.

Unstoppable (Tier 1 Super Defence) - 600
Cell channels ki into his arms and legs as a Super Attack is performed against him. If a melee attack, Cell redirects it away from himself by catching it and throwing the opponent away. If a ranged attack, Cell either deflects it or crosses his limbs over his body to absorb the impact, negating the charged ki in his limbs to stop the damage.

Semi-Perfect Form - 100% Power (Tier 1 Power-Up) - 1000
Cell reaches the first stage of his evolution - his semi-perfect state. He becomes more human-like and less bug-like, though still far from blending in with a human population. His newfound strength makes him a deadly threat in battle.

ATK: 2 + 2 = 4
DEF: 2 + 2 = 4
SPD: 3 + 1 = 4
TEC: 3 + 0 = 3

All approved! Great work.

(03-08-2018, 09:55 AM)Dane Regan Wrote: Adding a minor change to Aetherblades (because I gotta get those lightsaber similarities, yo). And also submitting a couple of power-ups.



Aetherblades (600) Requires: Ranged Proficiency, Ranged Control

Viola can create up to four floating magical swords appear within 3m of her. Each sword takes 2 seconds of concentration to create, during which she can move. The swords are created one at a time, so it would take 8 seconds to make all 4. Creating the swords is not tiring. The swords are translucent blue-violet, have 0.9m long blades, are straight, and have a crossguard like a typical longsword. While they have handles, Viola is not physically strong enough to use them so has to control them with her magic. Usually, Viola can comfortably move the handles at up to 30m/s* within 60m of her, but while rotating them to attack or parry she would struggle to move them at 10m/s*. The swords can spin very fast while the handle is moving below 10m/s*, and if she had the reaction time and skill they would have a good shot at deflecting a bullet if in the right place.

The blades are durable and very unlikely to break - but, a strong hit to the handle will cause the sword to disperse into the air. Viola can destroy the swords with 2 seconds of stationary concentration per sword. They also disintegrate if Viola falls unconscious, or if they are ever moved more than 60m away from her. She can also destroy one instantly by touching its handle

The swords don't inherently require a lot of focus to move - no more than one has to focus to move an arm. But, in intense combat, using all four at once quickly and effectively does require her to stand still and dedicate all her concentration towards them. In a slower drawn-out fight, however, she can usually move and use/charge less demanding attacks while still controlling her swords - and using one or two swords at once doesn't notably inhibit her at all unless she is being very aggressive - or forced to put all her efforts towards defending from a fast attacker. The swords are generally weak (but still very sharp) - at least compared to what Viola's magic is capable of - they trade off raw strength for versatility, durability, and speed. So, if continuously harassed, the damage will build up. Furthermore, beyond 30m, wounds caused by the swords tend to be weaker, dropping off in strength until they reach 60m away where they can barely replicate a paper cut. In addition to being sharp, the blades of the swords are also hot - enough to leave minor scorch marks from a direct hit on both living targets and the terrain, but not enough to cauterise wounds. They also tend to make audible whirring noises while moving through the air, halfway between how a lightsaber and helicopter blades sound.

An opponent could technically grab the handle of one of the swords and try to use it against her as an incidental weapon, or as an actual weapon if they have mimic - although they're unlikely to find it an effective weapon. The swords may swing through the air quickly, but they are also very light. In addition, Viola would still have control over the weapon, so unless they're considerably stronger than her (their ATK against hers), she'd likely be able to make their attacks miss, or wrench the sword from their grip if she focuses.

*The speeds of the swords are relative to Viola's own movements. So if she was somehow moving 10m/s one direction, the swords would be unable to move faster than 20m/s in the opposite direction.



T1 Powered-Up Form: Serenity (1000) Requires: Time Manipulation

Viola drastically manipulates her movement through time, allowing her to calmly walk faster than most primes can run while retaining most of her strength. While using this form, everything appears to be moving slower than normal due to her bolstered reactions. Furthermore, despite how fast she may appear to move, from Viola's perspective she is merely maintaining a brisk walk.

ATK: 5
DEF: 0
SPD: 5
TEC: 5



T2 Power-Up: Super Serious Face (1500)

By wiring vast amounts of mana through his veins, while temporarily using telepathy on himself to create additional links throughout his own mind, Dane can harness a lot of strength at once and be able to control it incredibly well. Besides him either laughing, grinning, or looking more serious than usual, there's no real visual change.

ATK: +5
DEF: +0
SPD: +0
TEC: +5

Approved!


(03-08-2018, 06:13 PM)Blink Wrote: Just getting this formally reviewed/approved to make sure I'm legit. Basically just buying the ability to teleport other people.

Portals (300 OM)
Blink is a Master Teleporter, and as such can teleport up to 80 meters away. She does this by using a green energy from her hands that can create these openings to a new place. She can also directly put a portal on herself to teleport instantly, though it always leaves a small green 'rift' where she 'ported. The rifts last only a few seconds, long enough for someone to follow. Blink can also just teleport on her own, but she always comes out of a portal, even if she didn't enter one to begin with. This is basically like putting a portal literally on herself. It still leaves a green rift.

This move does not have a sustained effect on an ally so it doesn't require Buff, you're still good.

(03-13-2018, 02:38 AM)Dawnika Snow Wrote:
(01-30-2018, 08:22 AM)The Vision Wrote: Missed those. Alright...

@Dawn
[spoiler]
(01-25-2018, 10:19 AM)Dawnika Snow Wrote: The move I'm posting is a morph of an old move I've already purchased. I will basically be changing the flavor of the move to something different, needing no change to cost and whatnot. I do this just for bookkeeping sake.

Old move:
Gladium - Physical Strength (300)

A short-bladed knife for CQB. It’s a simple weapon made for cutting, only reaching 6in past the hilt. It’s strapped onto her right boot for quick access.

New move:
Scythe - Physical Strength (300)

A short-range upgraded melee weapon mounted on the off-hand forearm of the user for quick, murderous shanks and slashes. Very easy to use with little effort or training, but a skilled user finds themself advantagous in CQB. The two-pronged, dual-edged blade can be retracted and extende by a push of a button. It hardly reaches past the user's wrist(8in) but can be deadly if used correctly. Though the prongs emit a soft glow, they are made of sturdy, sharp metal, and both double edged. It's clunky to use with other weapons in hand, but the user's hand is free, it can be used without much problem. Scythe can be complicated to maintain, needing to charge electrical energy to be used. Once charged after twenty seconds, it can be used freely for the next ten seconds without a problem. After that time is up, it begins to recharge automatically during a fight. If broken, the Scythe becomes unusable until attended to, which takes at least five minutes of focus depending on the problems. Albeit a pretty over-glorified knife, Scythe is fairly easy to break. Granted you can actually smash the electronic attached to Dawn’s wrist, it will malfunction rather easily.

[Image: sh2QGCc.png?1]

Can it recharge mid-combat? What does being hit by this feel like (i.e. are these normal blades or lightsabers)? And just for fun, how hard is it to break these?[/spoiler]
Changes made in Italics

Approved!

(03-13-2018, 01:29 PM)Warren Zimmer Wrote: Yandere Hater 9000 (900)
(Ranged Proficiency, Debuff Proficiency)
[Image: images?q=tbn:ANd9GcSXSEfVhum9ZIR326jk7Jo...SF9_OiR6og]
The Yandere Hater 9000 is a 40 inch grey and purple blaster rifle which can fire three types of ammunition. Changing power cartridges (such as when switching ammo types or reloading) takes 3 seconds. The Yandere Hater 9000 has an effective range of 90 feet and its shots travel at the speed of arrows.

The three ammo types are:
• Standard Blasts. Foot-long, inch-thick beams of purple energy about as powerful as arrows. They cauterise any wounds they inflict, preventing blood loss. This ammunition type has a semi-automatic rate of fire (one shot each time the trigger is pulled) and each cartridge holds enough power for 21 blasts. When loading this ammunition, Warren cannot fight, as the process requires the use of both hands and for him to Focus mostly on his weapon; he can still walk or run as normal, though.

• Sniper Beam. An inch-thick beam of purple energy which keeps going until it reaches its max range or hits a target. Upon striking someone, the beam will deal high damage. This beam cauterises any wounds it inflicts, preventing blood loss. Each sniper cartridge only holds enough power for a single shot. This ammo type has a strong recoil, so Warren will tire himself out if he uses it too frequently. When loading this ammunition, Warren cannot fight, as the process requires the use of both hands and for him to Focus mostly on his weapon; he can still walk or run as normal, though.

• Dimensional Beam. An inch-thick beam of purple energy which keeps going until it reaches its max range or hits a target. Upon hitting someone, the beam of energy will disable a single move for 10 seconds. Each character can only have up to one move removed at a time. In the case of weapon-type moves, the item vanishes into a pocket dimension for the duration. In the case of magical moves, the character still remembers how their move functions (as this is not a mental effect), but the Omnilium expended to purchase that move is sealed away in the pocket dimension, rendering it temporarily unusable. Each dimensional cartridge only holds enough power for a single shot. This ammo type has a strong recoil, so Warren will tire himself out if he uses it too frequently. In order to disable a move, Warren must have seen it used at least once, at some point before loading this ammunition. When loading this ammunition, Warren cannot fight or move at all, as the process of calibrating the shot to disable a specific move takes his complete Focus.

Please note that Super Moves cannot be disabled by the last function of this gun. Otherwise, approved.
[Image: hnc9xy5]
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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