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Deflecting Kick (300) (Foresight, Burst Movement, 3 TEC)
Lopunny can kick projectiles launched at her out of the way, ricocheting them into any direction she chooses at half its original speed and strength. This includes energy based projectiles and even fire balls.
Limitations: This only works on projectiles larger than a bullet. Anything equal to or smaller will just do damage to her. She also can't deflect things that stream out in a line, like she can't kick a burst from a flame thrower.
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Vortex 300 OM( Requires ranged proficiency, DEBUFF and area attack proficiency) variable
Caira extends her right hand as she begins to cast this spell with her palm facing upward while a whirling wind spins around her freshly clasped fist. A narrow silver cyclone extends itself (seemingly originating from her palm) toward the sky as it grows in size and begins to twist itself into the ground as a spinning turmoil of endless wind. Next, she launches it forward as though she would lob a heavy baseball and it lands in one spot and remains there as its size grows.
Over thirty seconds, the width of the tornado has grown from that of the size of a thin tree stump into that of a few yards. (2-3)
Anyone encased within the Vortex is subjected to its main purpose, it suctions out air and repels it outward (ie. the air from within the cyclone is repressed and forced out, to the boundary of the spinning cyclone’s perpetuating winds). This might cause some people to suffocate or dampen and snuff out any fire that is caught within.
To cast this spell, Caira must have very clear concentration and must not be under any spell/effects that have caused her drowsiness or dizziness. Charging: While it takes thirty seconds to cast as well as ten seconds to grow to its final size, Caira must stay very still and hold her breath (seemingly for concentration’s sake) until it has reached its full potential. If she moves or does not hold her breath the cyclone will be deployed where she stands and will effect her if she does not escape.
To escape the vortex (of doom) a Prime (or being) must first send an attack to disrupt the boundary winds that have formed the edges encasing the cyclone before quickly leaping out abruptly after the attack has intercepted the airflow against the ‘wall’ of air.
Within the cyclone a foe is subjected to very little oxygen or breathable air, and the torrentially turmoiling wind (technically a vacuum effect, as the oxygen is moved out of the tornado,) that would effect their vision without proper eye protection (goggles, sunglasses, etc.) with the sheer force of winds alone not to mention terrain variables that might spring forth in the process of the spinning cascade of wind.
Duration vortex lasts: 60 minimum, 90 seconds maximum.
(Note: With more expertise, when deploying/launching the tornado, she can ‘fake out’ the aim of where she wants it to go, without consequence.)
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Tier 1 Powered Up form- Hades Force (1000 OM)
Hades forces his way into Atelos' mind, taking control however Atelos' presence inhibits his full potential. Atelos eyes become milky and slightly clouded and his voice becomes raspier and his laugh sounds similar to a Hyena. Atelos becomes a different person and his personality changes completely. Hades is very greedy and will do anything to further his power.
ATK:7
DEF:1
SPD:4
TEC:3
This Transformation prevents Atelos from using: Spartan Shield, Hades Reinforcement, Captain Sparta, Under Fire!
Gives New Moves that are specific to Hades Transformations
Hades Scepter (Requires Physical Proficiency, Debuff Proficiency) 300 OM
Hades takes out his scepter and can use it much like a staff. The scepter's base is gold and the top has a skull on it indicating the God of Death's status. The skull has a green mist flowing around it which emanates whispers and soft tormented screams from Tatarus. If the Staff hits a target on it's limb, the limb goes limp for five seconds. This secondary effect cannot happen to the same target for another minute.
-Can only be used during a Hades Transformation-
Tatarus (Requires Physical Proficiency, Debuff Prof.) 300 OM
Hades holds up the staff up to another persons eyes and the green mist flows into the skulls eyes and started to glow, which takes a second. The person on the receiving end feels the most severe pain they have ever faced during their lifetime, while in reality it looks as if they are drooling off into space. This effect only lasts as long as Hades manages to keep eye contact between the skull and the target. This move is SEVERELY fatiguing and will quickly tire out Hades and can only be used once per battle.
-Can only be used during Hades Transformation-
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Jovis Tempestas Fulguriens (300OM - Requires Ranged Proficiency)
Negi holds out a hand of him and gathers lightning and wind into a ball, roughly three feet in diameter, in front of him. This takes ten seconds of concentration and if he is interrupted in the middle, the ball dissipates harmlessly. After ten seconds, the lightning in the ball becomes a single bolt and discharges in the direction aimed, surrounded by fast moving air currents circling around the lightning, which gives the attack a tornado-like appearance. Dust and debris are often picked up by the winds as well. The attack begins to lose power after traveling 300 yards, and has a maximum effective range of 1000 yards. This attack is powerful, but very fatiguing.
Delatio Effectus (300OM)
By adding this phrase to the end of an incantation, Negi can delay a spell for up to thirty seconds. Generally, the spell is released with "Emittam", but another activation phrase can be set as well.
Ouka Houken (300OM - Requires Physical Strength, Sagitta Magica)
When Sagitta Magica is used at close range, the magic missiles tend to spiral around a body part, which can range from an arm to the entire body. This increases the velocity and damage of the blow from that appendage.
Limes Aerialis (300OM - Requires Shield Proficiency)
A defensive spell, in which Negi gathers air currents in front of him into a curved, shield-like dome. This stops any attack that propagates through the air (heat, cold, gases, pressure). However, it is less effective against solid objects, only capable of slightly slowing and deflecting small, light projectiles and useless against heavier projectiles and melee weapons.
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Neku Sakuraba Wrote:Black Mars (Requires Ranged, Ranged Materialize, and Area Attack Proficiencies): Using this pin, Neku can create a 7-foot-tall wall of black flames up to 20 feet long within the range of his telekinesis that can be shaped however is necessary so long as the ends don't come within 5 feet of each other. Neku has to sustain the flames manually, and cannot use any other psychs while doing so, but he can move freely as long as he stays within range. If he wants to reshape the wall, Neku must first cancel the psych and then wait five seconds before placing another wall. The shape of the wall is dictated by Neku's arm movements, and the flames appear as small black embers before flaring up, so it is possible to dodge if you're paying attention. Approved at 600 OM since the shape and size is variable.
Dio Brando Wrote:Space Ripper Stingy Eyes (空裂眼刺驚 (スペース・リッパー・スティンギー・アイ) (Kūsakume Toge Odoroki) Supēsu Ripā Suteingī Aizu?, lit. "Space Splitting Eye Spiked Surprise") (Actual translation. 600 OM. Requires Ranged Proficiency, Homing Prof.): Creates two pressurized fluid jets from the eyes. Strong enough to cut cleanly through a stone column. This move can be charged for up to 5 seconds. Through his complete mastery of his body, and a newly acquired talent for manipulating Omnilium he is able to give the fluid the exact opposite magnetic charge as a given target when fully charged allowing it to zip around corners and even preform hard right angle turns on a dime without losing so much as a whit of speed. Though because they are mindless one can force barriers into their path, but given the raw penetrative power of this ability one has to be careful that they don't try to shield themselves with something weaker than the penetrative power of the beams. Unfortunately because of their power it is 100% required that Dio take the time to charge this move with a minimum 2.5 second charge time. Approved at 600 OM.
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Chidori (Ox, Rabbit, Monkey) (600 OM SM or 600 OM regular move)
Sasuke, utilizing hand signs, channels a large amount of lightning chakra into his hand. The amount of chakra is so great that it becomes visible. The high concentration of electricity produces a sound reminiscent of many birds chirping, hence the name and can take anywhere between 5 and 35 seconds of channeling to produce such effect; obviously the longer the time spent channeling, the more devastating the power. Once the technique is completed, the user charges forward and thrusts the Chidori into the target. This produces a heavy amount of damage that is intended as fatal finisher. This technique is classified as an assassination technique because of the speed at which it is performed, despite the loud noise it produces.
Drawbacks
This technique has a many drawbacks, however, as the large amount of chakra required applies a great deal of strain on the user. So much In fact, that should Sasuke ever attempt to go beyond their limit (SP), all of their chakra will be drained and their very life force could go along with it, effectively killing him in the process.
Regardless of how much chakra(SP) remains within the youth, using the move renders him useless for 5 to 10 seconds once the move has completed and continues to fatigue him several minutes after that. This could be a lack of power behind his attacks or a slower speed in his movements.
An additional problem, though not necessarily a debilitating one, is the fact that the large amount of chakra can also injure the user's hand if they put too much force into the attack.
Finally, this technique, although extremely powerful, is an obvious attack that creates light and sound as a byproduct, effectively eliminating the element of surprise against its opponent. The attack is also limited in the sense that it is a straight-line attack, in which a dash like charge is needed to properly execute the technique. Combined with the recovery time needed after a use, this move is extremely dangerous, as the target could simply evade or easily counter it. However, with use of his Sharingan(Foresight), Sasuke has limited this drawback, as he can predict the opponents' movements and aim for them much easier, making it more difficult for the enemy to evade the attack.
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Mark Twain Wrote:"The difference between the right word and the almost right word is the difference between lightning and a lightning bug."
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Sphere Defense (600) (Tier 1 Super Move) (Requires Area Shield Proficiency, Yogsothoth, Yogsothoth (Instinct) ) - Yogsothoth stretches out all of his tentacles around Desco and covers her completely stretching himself into a roughly spherical shape and glowing with a dark aura to block incoming attacks until danger has passed. Can last for 2 minutes or until it has absorbed all of the damage it can block as appropriate to a Tier 1 Super Defense (the aura fades when the move is complete or enough damage has been done to break the defense). While defending in this manner, Desco is unable to see what is going on around her unless she has appropriate Sensory Powers.
Hellfire: (Ranged Proficiency, Homing Proficiency) Summoning demonic energy from the very essence of his soul, Ganondorf can lob reddish-grey orbs of energy at his foes. While the blasts are neither stronger nor faster than a standard melee attack, the give the Demon King the ability to attack at range. Additionally, Ganondorf can create a nearly identical orb of energy that, rather than dispersing upon impact on a surface, will explode. This small explosion sends out a multitude of smaller orbs (about 10), which home in on an opponent. Each orb only does about 1/10th the damage of his standard Hellfire, and can be blocked normally without further separation. This version, however, requires a small “warm-up” period as their construction is more complex than a standard blast. (600 OM)
Gauntlets of the Demon King: (Homing Proficiency) Don’t let their golden appearance fool you, these gauntlets are far stronger than any normal alloy. Typically used to block and deflect attacks when unarmed, these special armor pieces can even be used to repel ranged magical and non-magical Moves. If given the opportunity, the Demon King can even send these ranged attacks hurtling back towards their progenitor. Finally, by focusing his dark might, Ganondorf can erect a hellfire barrier around himself to block wider area attacks, though this is a far less effective defense than a point block or deflect. (900 OM, Area Shield)
Hellfire Strike: (Physical Strength) The same energy Ganondorf uses to throw at his opponents can be used to augment his unarmed strikes. With but a thought, the Demon King can engulf his attacks with reddish-grey flame. While this roughly doubles his destructive force, it also requires a greater expenditure of his energy to execute. Hellfire Strikes are not limited to just his fists, as any part of his body that can be used to contact his opponents could potentially host Hellfire (300 OM)
The Swords of Demise: (Physical Strength) The Swords of Demise are massive blade, with a wicked wave-like pattern along their double-edges. Easily 6 foot long, the dark metal weapon is useful for clearing swathes of enemies, or just a single stubborn one. All three blades can be used for defense as well, parrying or blocking attacks, much like Ganondorf’s Gauntlets (300 OM)
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The King's Barrier-300 OM (Area Shield Proficiency)
Gilgamesh raises his hand and a purple barrier that covers the area between his head and his knees appears and blocks melee and ranged attacks, however the barrier only can last for about three seconds. Gilgamesh can easily prepare a barrage of Gates of Babylon during this time period, however he cannot USE any offensive abilities during this move. Using this ability more than once in rapid succession will tire Gilgamesh quickly.
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no no, he can't chose to freeze enemies, if they are within the area of the move, then they get frozen regardless, so I should probably add that because it could freeze his allies as well :\ I'll revise it.
Icy Floor (Ranged, Debuff, Area Attack) (600 OM?) – Edward uses his Alchemy to transmute a watery surface into ice. This move creates a meter wide, 3 inch thick, platform of ice that extends to a maximum of 10 meters ahead of him, unless stopped by an enemy. The move takes 5 seconds to be fully completed and if stopped by an enemy, the ice platform will stop forming and Edward will have to use the move again to create more ice for himself. Edward can use this on solid ground as well, however it takes double the amount of time (10 seconds) and will only form Ice for up to half the distance – 5 meters – With either use of the move Edward can also freeze any enemy that is within the 1 meter width of of ice that is created, however the ice is not very thick so it is very easy to break away from. It is also important to note that Ed can not chose whether or not he can freeze someone, if someone is within the area of the move, then the get frozen along with the water.
*Edit - Added Area Attack as a rquirement
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Retane Wrote:Physical Strength Proficiency(1000), Ranged Proficiency (1000), Ranged Materialize Proficiency (600), Remote Control Proficiency (600
Scatter Shot- Afer a few seconds of powering up, Retane unleashes a huge barrage of energy, shot after shot, in the direction of his foe. The more hits the more damage. He can alter the direction of his aim slightly, by shifting his body, if he sees his target move but not much. However, he is able to stop the barrage at any time. It's meant to hurt a foe, not chase them. The duration, doesn't last long. Less than fifteen seconds. Retane cannot move while releasing the barrage
Approved - 300 OM
Quote:Controlled Scatter Shot- (Requires Homing Prof) The uprade to Scatter Shot. As Retane gets stronger, it only takes slightly a few more seconds to charge up this attack. With it charged, Retane fires a set amount of slightly more powerful blasts up to a span of thirty seconds.. They are set to home on a target but can miss. Some hit, but some miss. Those that miss actually surround the target, in an orbital fashion, and Retane can clench a single fist after his barrage, and those orbs that missed converge on the target.
900 OM
Quote:Feral Wind- Retane takes a few moments and calls forth the wind. It begins to swirl around the Namekian's forearms. The wind is razor sharp and bends to his will and can even be manipulated to act as gloves when he strikes a person physically. They also can be sent one or both at a time, towards a target in a drilled formation. If it hits, it does damage and may cut the target. It's not to strong but can potentially hurt those that are weak. This was once a trademark of Legacy... He can summon them only in pairs, and it takes a few minutes to resummon the winds.
600 OM
Quote:Feral Outreach- The Emerald Feind is able to instantly summon bigger claws as light green energy. They are an extension and can extend out up to six feet from Retane's own hands. The claw hands can expand out to be the size to snatch a body about his own size. They are made of energy but the claws mimic is actual hands. Knocking the claw away, means swinging his entire arm. The Outreach, can use the same abilities as Retane, as they are just an extension of his arms. Draining wise, it doesn't really hurt him at the moment, unless he uses them over ten seconds at a time.
So he can use the attack for ten seconds before it starts to become an energy drain?
Approved - 600 OM
![[Image: proto.jpg]](http://epiqz.com/omni/proto.jpg)
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Battle Aura – Tier 1 Power-Up
ATK: +2
DEF: +2
SPD: +0
TEC: +1
Desco emanates a dark aura around her body with blue energy bolts crossing back and forth between different spots.
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Gomu Gomu Buzzsaw (300 OM)
Luffy stretches both arms and grabs his opponent from afar, then winds himself up by spinning vertically several times while twisting his arms with each revolution. He then extends his legs and spirals forward releasing the full force of the stored energy through inertia by uncoiling similar to a large rotary blade, and retracts his arms to close in on the target. This attack is capable of cutting objects in half or slicing up enemies with low defense. Difficult to control, Luffy cannot stop himself until fully uncoiled, leaving him semi-vulnerable if he misses.
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Mako Weapon Barrage!(Requires Ranged Proficiency, Two-Star Goku Uniform-300): Inside her Goku uniform she has a five golden weapons. Mako sends a barrage of weapons from the inside of her uniform to the person. The weapons consist of the weapons found inside her coat. The barrage in total has fifteen weapons, after the fifteen weapons come from her coat the barrage stops. Somehow even though there are five weapons in her coat three of each weapon comes out of the coat. When the barrage is over the weapons are gone from her coat. Every five seconds a golden weapon appears back in her coat. When twenty-five seconds pass and all the weapons are in place she can activate this move again. Even if she un-summons her Goku Uniform and twenty-five seconds haven't past then the weapons will still be gone. The weapon barrage goes up to twenty meters outward before they actually start to suffer from the distance and lose their speed and power. The weapon Barrage's accuracy is moderate. Mako cannot move while the barrage is active. Being hit with the weapon as part of the barrage hurts a little less than to be hit with it in melee.
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Great Fireball Jutsu (Snake, Ram, Monkey, Boar, Horse, Tiger) = 600 OM
SSasuke, utilizing hand signs, channels a large amount chakra from within where it is kneaded inside the body, converting it into fire and expelling it from the mouth as a massive orb of roaring flame. The scope of the attack is altered by controlling the volume of chakra that is mustered and can take anywhere between 5 and 15 seconds of channeling to produce such effect; obviously the longer the time spent channeling, the more devastating the power. Once the technique is completed, the released flames will engulf their target, and leave a crater on the ground's surface.
(Requirements: Ranged Proficiency, Area Attack Proficiency)
Drawbacks:
-Executing the technique requires hand signs as well as channeling and thus could be interrupted.
-Due to the rather large amount of chakra required, strain is applied to the user and causes moderate fatigue for several seconds once the technique is completed. This could result in a moderate lack of power behind his attacks or a slower speed in his movements.
Phoenix Sage Fire Technique (Rat, Tiger, Dog, Ox, Rabbit, Tiger) = 600 OM
Sasuke, utilizing hand signs, channels a large amount chakra from within where it is kneaded inside the body, converting it into fire and expelling it from the mouth to create a volley of smaller fireballs(About the size of basketballs). Used to rain down on an opponent in an unpredictable barrage of blasts, she scope of the attack is altered in range or in number of fireballs by controlling the volume and density of chakra that is mustered and can take anywhere between 5 and 15 seconds of channeling to produce such effect; obviously the longer the time spent channeling, the larger the number of fireballs or larger the area they affect. Once the technique is completed, the released fireballs will bombard their target, exploding to cause damage, and leaves craters on the ground's surface where they hit.
Drawbacks:
-Executing the technique requires hand signs as well as channeling and thus could be interrupted.
-Due to the rather large amount of chakra required, strain is applied to the user and causes moderate fatigue for several seconds once the technique is completed. This could result in a moderate lack of power behind his attacks or a slower speed in his movements.
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Mark Twain Wrote:"The difference between the right word and the almost right word is the difference between lightning and a lightning bug."
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Integral Blade
Cost: 600 OM, requires Physical Prowess
A 6" blade of steel, the Integral blade is primarily intended as a reserve weapon, but very few can fault its effectiveness. The blade is propelled from a sheath inside the wielder's arm, various gears and springs accelerating it to a surprising velocity. During its deployment, anything directly struck by it is likely to be severely damaged due to the rapid acceleration of the previously unseen steel point that has now been inserted into their lungs, kidney, spine, eye socket, or similar target. After its deployment, the weapon loses much of its power, becoming nothing more than an arm-mounted dagger. The springs and gears required for its destructive arrival require 15 seconds to rearm, during which time the weapon is unusable.
Torcher of tomes, slayer of sorcerers, taker of ears, and flayer of men. Reasonable rates.
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Ice Block: Lance (Requires: Ranged Proficiency) -- 300 OM
Kuzan forms a spear of ice in either hand. Said spear is nearly as tall as Kuzan, being just in excess of nine feet from point to end. This singular spear is then imbued with Haki, and hurled at a target. It can reach ranges of roughly twenty meters before losing much of its force and being rendered ineffective. Upon impact, the spear hits incredibly hard, as if it were much, much more dense than simple ice, and with far more power behind it than the momentum of its flight would indicate. Creating the spear takes roughly two seconds, imbuing it with Haki another second or so. The necessary "windup" and aim for a proper throw likewise take another second or so, and leave him relatively open to assault in close-range during that time, due to the necessary ranged nature of the attack.
Icicle Pick (Requires: Ranged Proficiency, Area Attack Proficiency) -- 300 OM
Drawing one arm back, Kuzan's arm is rapidly coated in frost, and a chill mist begins to flow from the readied arm. After a period of two seconds, he throws his hand out, palm toward his target, and releases a storm of large, sharp, jagged chunks of ice in a spread pattern, at immense speed, very similar to a large-scale shotgun blast. The effective range is only about three meters, but within that range it can deal significant damage, and at such close range avoiding the wide spread of the blast is made very difficult.
Ice Spire (Requires: Ranged Proficiency, Ranged Materialize Proficiency) -- 600 OM
Kuzan spends a moment to focus, before swiftly lifting one hand up, palm facing upward, in a lifting motion. In the same instant, a large pillar of ice, sharply pointed at its tip, bursts from the ground at a location of his choice, within up to ten meters. This spire is approximately twelve feet in height, and nearly three feet thick near the base. The force of its sudden eruption from the ground can cause damage all on its own, but its true purpose is to skewer slow or unsuspecting targets, or at least knock them off the ground. With a longer focus time, up to five seconds, he can increase the number of icy spires up to four, and can summon them all at once to try and trap a target in their midst, bursting up at angles to make avoiding them more of a challenge.
"Hold on a second, I have a call..."
"Yes, this is Wesker. Go ahead."
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Gatling Bazooka (Tier 1 Super Move) (Requires Ranged Proficiency) (800)
Toybox Girl warps in a huge red and black Gatling Bazooka, the weapon bigger than she is, onto her right backpack arm. The long bazooka sports an aiming screen that, held properly, sits in front of her face. She then takes aim and the Gatling Bazooka starts to rev-up and rotating its cannon. It starts firing a barrage of semi-accurate fast mini-Bazooka shells at her target. After 40 shells, the Gatling Bazooka runs out and Toybox Girl discards the weapon which warps out. Despite its size, Toybox Girl can easily carry it and fly around with the weapon as she keeps it aimed at her enemy.
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Tier One Super Move- Enuma Elish (Requires Ranged Proficiency, Ea)-800 OM
Gilgamesh uses his most sacred weapon Ea and he brings his weapon back to channel his most powerful attack. The sections of the sword begin to rotate rapidly and the runes begin to emanate a bright red light that spirals around the weapon. After a few seconds he cries "Enuma Elish" and a bright red beam of pure energy flies out in a path before him.
[spoiler] ![[Image: Hm1NUVT.gif]](http://i.imgur.com/Hm1NUVT.gif) [/spoiler]
Bumping this:
Devil’s Due: (Ranged Materialize Proficiency, Debuff Proficiency) By reaching out and clenching his fist, Ganondorf can cause an ability of his opponent to cease functioning. In regards to physical items (such as sword, guns, etc.) the item in question is engulfed in reddish-grey flame. In regards to intangible abilities, it seems as though a wall has gone up between the character and the knowledge of how to use that ability. This Move takes some time to “warm-up”, and is taxing on Ganondorf to use repeatedly. It also only lasts a short while (the rest of the post in which it was used) before dissipating.
And the following will be the very first Move I plan to purchase for Krieg when I have the spare OM:
Psychosis: (Debuff Proficiency, Basic Suppression) Krieg's mind is in a constant state of chaos, which can be a bad thing for any who'd which to use Powers or abilities to gain knowledge on him. Characters who try to use Enhanced Senses, Foresight, Insight, or Telepathy against Krieg find that this turmoil directly inhibits their ability to do so. Those using Enhanced Senses find they can't quite get a lock on his location. Users of Foresight seem unable to predict his upcoming actions. Folk who attempt to learn about him through Insight, and those who rely on Telepathy find a far worse reaction to his insanity. A portion of Krieg's own fractured psyche forcefully transfers itself to those users and for the next moment or two, their actions are suddenly as chaotic and out of their control and his own. Other than this side-effect, those who can beat his Suppression with their Tec are still able to glean the information they desire through the Powers stated above. They just have to deal with the consequences of touching upon an unstable mind.
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