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Approved Move Archive (2013 - May 2015)
Unleash Ragnarok (Tier 1 Power-up): Crona entirely stops resisting Ragnarok's power, allowing the demon free reign over the innate abilities of the Black Blood. While able to use the a much high extent of his power, Ragnarok uses the influx of blood to arm himself with twin swords similar to that of Crona's blade, these weapons attach themselves to Ragnarok's monstrous hands as the creature stretches even further from Crona's back, allowing much more multiple and brutally damaging attacks . Additionally, Black Blood seeps freely through Crona's skin, which Ragnarok molds into a dark armored carapace which allows Crona additional protection from attacks. This armor looks much like black or dark-tinted steel, despite simply being hardened blood, and covers the majority of Crona's upper body. While in this form, Crona is consumed entirely in a vicious need for bloodlust, and is unable to reason normally or show any sign of hesitation and mercy.

ATK: +2
DEF: +2
SPD: N/A
TEC: +1
[float=right][Image: more_of_da_crona__page_doll____free_to_u...82ftrt.png][/float]
Deep Chill (Requires: Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency) -> 300 OM
Kuzan leaps into the air, throwing both arms out to either side, and releasing a torrent of bone-chilling cold. For a large radius -- approximately twenty meters radially from Kuzan's position -- the temperature takes a sharp drop, filled with frost and mist, and bodies of liquid will freeze over in a matter of seconds with a shell of ice sturdy enough to walk on if one is careful. The heat-robbing effects of this bitter cold are even capable of extinguishing flames in the affected area without some magical nature to keep them burning, and even chill so thoroughly that even something as hot as molten earth could be cooled and solidified. The entire process of chilling the air so thoroughly requires several seconds of effort, leaving the snowman entirely open to interruption, but persists for some time -- a full round, in combat situations -- before beginning to ease away and return to normal.
"Hold on a second, I have a call..."
[Image: blog-Wesker.jpg]
"Yes, this is Wesker. Go ahead."
Shadow Clone Detonation (300 OM, requires Ranged Proficiency, Area Attack Proficiency): After a moment of brief concentration, any active shadow clones created by Whirda detonate, dealing high damage in a small radius of roughly ten square feet. The resulting shock waves from the force of the explosion either push or fling affected enemies back depending on their size. Detonated shadow clones cannot be reformed as they can when they are destroyed normally. The detonation deals damage as blunt trauma, but does not possess the force necessary to create open wounds or cripple/kill affected enemies. Enemies damaged by the detonation will feel similarly to someone who has been beaten with a club.

Shadow Clone Swap (300 OM, requires any Teleport power): After a moment of brief concentration, Whirda swaps places with any one of her shadow clones within the range of her shadow step (same as first rank of Teleport, but will scale if I purchase higher ranks of Teleport). The clone will continue to function as it normally would once reaching its new location. The swap occurs seamlessly enough that any but the most perceptive of primes and secondaries would not notice.

Improved Moves (+300 OM cost for each affected move): While in shadow form (Whirda's transformation), some of her shade moves gain additional effects.

Improved Shadow Clone Detonation (originally 300 OM if approved above, now 900 OM): While in shadow form, Whirda's clones detonate into dozens of shadow serpents. At the cost of drastically reduced concussive force, the shadow serpents will swarm all targets within a range of ten square feet, binding their arms and legs and attempting to pin them helplessly to the ground. The shadow serpents maintain all drawbacks of the original move, and will last the same amount of time.

Improved Shadow Knives (originally 300 OM, now 600 OM): Whirda summons three throwing knives. Although made of shadow, the knives function as normal metal, dealing similar piercing or slashing damage depending on the nature of the throw. While in shadow form, Whirda creates and unleashes a steady stream of knives which lasts until she cancels the spell. While casting Improved Shadow Knives, Whirda must remain immobile, and the knives will travel along the trajectory of her outstretched hand, originating at a point just beyond her palm. If sustained for more than ten seconds (roughly a dozen knives), Whirda will begin to experience exhaustion, reducing the accuracy of the knives and the damage they can deal (would bounce harmlessly off of sturdy targets and deal only shallow cuts to flimsy ones).

I am also buying Area Attack Proficiency.
Megaton Hammer (300) (requires Physical Prof) - the legendary sledgehammer of the Gorons used to defeat Volvagia. Due to its size and weight, Link does not carry this about, but summons in in 2-3 seconds when required. Its size demands that Link use it two handed (unless in Goron form) and he attacks much slower than he would with his swords. However the power behind the hammer is much greater than his other weapons, and can provide crushing damage where his swords cannot. Great for smashing down walls or damaging something that slashing and stabbing are ineffectual.
[Image: illidansig2.jpg]
Salvaged moves: I feel like the original write up I had was much better but I can always improve the wording of these later.

Disassembly Magic

I have separated this move into three different variables because they are mostly utility. The third is a separate entity in itself.
_____________

(Melee) Weapons - Shatter! (requires physical strength) 300 OM

Because this move is the more complex of the three I will add in an example with some detail for optimum clarity.

"You'll have to do better than that," Gildarts grimaced with the delivery of his challenge as he exchanged a glance at his opponent. She held a sword ready to plunge into his heart, aim steadied by a firm resolve.

In the moment that passed, Gildarts had lifted his left hand to catch the blade in motion. His heel touched the muddy ground and he slid. The girl had pushed him back. He was impressed.

With the impact of the sharp sided blade he clutched in his own metallic hand, it screeched to a halt. Gildarts had charged this move in the second before he intercepted the blow aimed at his heart and during this time he was able to carefully catch the blade with a single palm as he released a glowing white energy into the weapon that would not leave it intact. The netted magic shuddered within the steel blade before the abiotic material crumbled in his hands and clattered to the floor. He had disarmed her and destroyed her weapon. What would she do next?

With this move Gildarts is able to break apart melee weapons (or if applicable take large chunks out of them) but must withstand the force of the blow and deploy the energy to break the abiotic material upon impact. He uses the weapon's own momentum as well as impact force against the abiotic material in hopes for an accurate and successful deployment of his magic.

SN: Ideal for binding weapons such as chains, mainly designed to be used against melee weapons that are not alive but if there is a rogue vine that wants to smother Gildarts this move will be able to break something along those lines as well.

Drawbacks: Accurate aim and anticipation- variables of speed/timing, as well as he must always take some damage when he uses this move (no matter how minor). Gildarts will also take damage whether the move is successful or not. Should be used by a user with a higher TEC.

(If you are still having trouble picturing this move, think Luffy v Don Krieg)

Bullets - Disperse! (requires range prof, shield prof) 300 OM

Gildarts extends a hand and casts a net-like pattern into the air, the silvery white magic forms a hovering patterned shell that is about a yard away from his person. The circular shaped shield has about a two foot diameter. Once it is deployed it is attached to his movements in the sense that if he turns, the shield will turn with him. However because it is suspended in the air he can not move or shift the shield to block another part of his body even if he wills it to.

It takes five moderately leveled bullets before the shield expires and needs to be cast again. Diameter of this small shield is around 24 inches. The purpose is to deflect the bullets away from him and the shield can "slice" them in half when they pass through as well as cause them to disintegrate with multiple layers of grinding traction. In this way their momentum is slowed mid air and power becomes less as they phase through.

Bullets do not fully disappear but merely are deflected or sliced by the layers of netting. To clarify, this move deflects bullets away from him in the air and cuts them down. Only applicable to objects that are flying mid air.

Drawbacks: Aim is more of a technical design for this move, because he would probably deploy the attack to protect his vitals/core most of the time. However the protection must be cast in front of him and he must be attentive to get his aim square with the location he desires. Still Gildarts must cast the spell without loosing focus or else deployment will not be successful. Energy shield must be actualized at the last possible second (putting his life on the line) as well as focusing his aim simultaneously while bullets stream at him(and/or weapon aimed at him). Doing this, Gildarts risks taking the bullet as he will not be able to dodge during this move.

[spoiler]Insight On Crash Magic-

Gildarts reaps some of the curses as well as the benefits of crash magic. I wanted to include this excerpt so that anyone reading might have an idea as how 'aim' actually applies to the moves. Repercussions of a single second caught up in a strayed thought could accidentally release a strand of magic that could potentially decimate an entire town, such is the consequence of aim or an inattentive mind. I display most of his moves using aim because it is an ideal description to flaws of power. The mage grapples with this internal battle and must always remained focused, calm, and collected. Yet, even on good days he is oblivious to his surroundings and most of the things that happen around him. He has a keen sense for danger and in the face of battle, he is finally able to use his magic freely and put it to good use.

During a brawl he is able to let loose and doesn't need to worry about the consequences quite as much; he must steady his aim, focus, and fire at an enemy. Because I do try to describe him as a more powerfully inclined character, you will see some of his moves are interpreted this way, others have additional balancing techniques that are not so customarily defined as fatigue, still they take their toll.[/spoiler]

Disassemble - Crash! 600 OM (requires ranged prof, area of attack prof)

This one is used for larger areas and is particularly used against abiotic targets such as stone, building (walls) and the ground.

(Because of Area of Attack I assume this move doesn't cost extra if the size can be altered with the balance of a longer charge time.)

Gildarts uses this move to crush solid obstacles in his way. When he comes into range with the abiotic materials, he shoots out his energy which makes what may have been one large rock, into many small ones.

For areas larger than ten feet he takes on double for a pound of gravity with the ratio of every square foot encountered. The gravity on his shoulders will last until the end of the round in a battle.

The charge up time is according to the square footage, five feet of ruptured earth would be five seconds, ten feet would charge for ten seconds, etc.

Gildarts encounters a twelve foot boulder blocking his path. The immortal plants his feet and extends his hand outward, he raises his hand and releases his magic that sprawled into the air with a familiar white net shaped pattern and he receives twenty four pounds of gravitational energy on his shoulders the second the magic leaves him. The earth in his wake has been 'sliced' into large hexahedrons that clatter to the ground. Gildarts takes the weight, hefting it like an invisible backpack and shrugs his shoulders, "Oh well, at least now I don't have to find another way around."

Drawbacks: Charge up time, must be able to see the target in front of him, gravitational energy whenever it is used is heaved on his shoulders (double for moves spanning over ten feet), even when ineffective. Aim: A misfire or backfire of this energy could result in his own death, if he isn't careful. Move is best used when user's tec is 3 or higher. Can be used once per round.

Please note that not every time he performs any disassembly magic will result in cube shaped destruction.

Below are some illustrations derived from the anime that that apply to the moves


[spoiler]Crash!

[Image: latest?cb=20110723152219]

Shatter! (closest thing to it)[Image: 396133-gl112_super.jpg]

There's no picture for disperse because he usually doesn't use shields.[/spoiler]

...
I also had a question about a supermove that transforms the opponent (or not a supermove if it's rule friendly). It's not a spell or poison but I will include a picture of it below. Basically the person he launches the attack at the enemy who breaks into many little forms of the same person. I don't think it fits in with the Omniverse rules but I wanted to try because it's such a unique move.

Here we see Gildarts turn natsu into many little dragon slayers.

[spoiler][Image: latest?cb=20120301182958][/spoiler]
[Image: -Gildarts-fairy-tail-35651033-300-180.gif]
"I have never met a strong person with an easy past." -Atticus
Improved Shadow Clone Detonation (originally 300 OM if approved above, now 900 OM): While in shadow form, Whirda's clones detonate into dozens of shadow serpents. At the cost of drastically reduced concussive force, the shadow serpents will swarm all targets within a range of ten square feet, binding their arms and legs and attempting to pin them helplessly to the ground. The shadow serpents maintain all drawbacks of the original move, and will last roughly 5-10 seconds against an opponent who is actively trying to break free.
Mind Bullet: A small, precise, telekinetic force focused into a bolt or "Bullet." The bullet is similar to Focused Repel, but instead of a constant push, it's a burst attack which can be fired once per second per hand. Its primary focus is blunt force damage

Name: Mind Bullet
Proficiencies: Ranged, Area Attack
Powers: Telekinesis
Description: Similar to the Focused Push, this is directed through the hands like a "handgun" weapon. The highly focused force can be fired once a second per hand and does not need a traditional "reload" time, excluding general exhaustion. The "bullet" is near a foot in diameter, but on impact the force creates a "splash" effect quite similar to a water balloon. The receiving object will experience a sudden, highly focused push, then the "splash" pushing the area immediately surrounding the initial impact. The bullet's range is half the user's Telekinesis range (50ft) before it dissipates. The bullet is near transparent, but a sharp eye can detect the slight warping it creates, similar to heat waves or high air pressure.
Can I get this approved? Oh man, I am so stoked for DA!!!

Transformation:

Cursed Seal of Heaven – Tier 1 Power-Up(1SP per post) – 1000 OM

ATK: 3+2 = 5
DEF: 0+2 = 2
SPD: 4+1 = 5
TEC: 3+0 = 3

Like all cursed seals, the user receives an increased performance in overall combat ability as chakra levels and physical capabilities are pushed past normal human limitations once the seal becomes active. When activated, the cursed seal forcefully absorbs part of Sasuke's chakra, replacing it with Orochimaru's senjutsu chakra which covers his body with a flame-like pattern, granting him enhanced chakra and physical capacity. His aura, which is normally a light azure color shifts to dramatically darker, almost black, shade of cobalt.

As a negative effect, prolonged usage of the seal causes Sasuke's body emense pain. Its chakra also twists and darkens Sasuke's personality, which can cause him to perform malevolent actions with no remorse that would otherwise be uncharacteristic of the Uchiha youth.
Dante's Abyss 2015
   GRAND CHAMPION   
[Image: Sasuke_DA_zpsb4vizgxd.png]                  
Mark Twain Wrote:"The difference between the right word and the almost right word is the difference between lightning and a lightning bug."
Not nearly at 7k yet, but I want to go ahead and approve stuff in preparation.

Flight Armor (Tier 1 Powered-Up Form) (1000 OM)

ATK: 4
DEF: 1
SPD: 6
TEC: 4

Erza requips into her Flight Armor (Flight as in flee, rather than be in the air). This armor consists of a very minimal leather-and-cloth outfit, including a cheetah-print corset, blue tights, grey boots, the left being longer and also including a cheetah-print kneepad, black bloomer-shorts with a brown belt that also hold up a green waist cape on the left, and ornamental cheetah ears and tail. Her left arm sports a blue glove with cheetah-print padding and a cheetah-print shoulderpad, while her right arm has only a glove, though it is longer. While wearing this armor, she may mix and match weapons attached to any other armor sets as usual, but will most often abuse her ridiculous mobility to make use of twin shortswords that come with the armor.

[spoiler][Image: 736418_1307151264105_full.jpg]
[Image: 500px-Flight_Armor.png][/spoiler]
Flight armor shortswords: (Physical Strength) (600 OM)

A pair of identical short straightswords, blades only about 3 feet in length, with rapier-like, round, spiked red handguards sporting decorative gold trimmy bits and long but non-decorative handles. The tips are widened into a crosslike star. They offer ease in parrying and technical swordplay, though they have less weight behind them than most of Erza's weapons. Can be used together, or separately.

Flight daggers: (Physical Strength) (Ranged Proficiency) (600 OM)

Erza keeps 6 of these bare, 9-inch daggers hidden in various cavities of the Flight Armor. They are rarely used, but can be pulled out in a pinch to throw off an opponent. They can also be thrown, in which case new ones will only materialize in the armor after she's requipped back to a different armor. I'm sure at least this one needs more description, but am not sure what to add.
[Image: Erza_kicks_Happy.gif]
Fire (Storm) n' Ice (Slasher) - Fire Man and Ice Man pop into the action. Fire Man releases a flame nova, damaging the environment and all opponents around Proto Man. This is followed up by Ice Man releasing a flurry of ice that cuts and chills surrounding foes/area. The two Robot Masters then depart. The combination can be quite damaging to the environment and foes, but the two can only be called in once every hour (y'know, once in a fight). (300 OM)

Rolling Cutter - Cut Man drops down behind Proto Man and hurtles a stream of rolling cutters that momentarily bind an adversary, opening them up to a follow-up attack from everyone's favorite preteen machine. (300 OM)
[Image: proto.jpg][Image: DAHost.png]
Dante's Abyss 2015
Host
Yogsothothian Tail (300) (Requires Malleability, Ranged Proficiency, Physical Strength)
Though rare that Desco actually uses her tail for combat as it lacks a mouth, Desco stretches out her tail up to 20 feet to slam her target with her tail. Fast and strong, she often lashes with her tail for dramatic effect.
Screech Beta: Crona lunges at an enemy, swinging his sword in an upwards or downwards arc which creates a dark force pulse to emanate from the weapon, which looks suspiciously like a skull as it flies through the air to collide with an enemy. The pulse is generally twice as large as Crona's blade, so roughly 110cm. Crona can use this move in close-combat, however the pulse flies out up to 10 meters and so can be considered a medium-range move. The pulse moves quickly and ripples through the ground as it travels, though it does not stop at walls, doors, debris or any other obstacle, and will only dissipate once it makes contact with whatever Crona was aiming at. If it misses, it will cause damage in the concentrated area where the target was before it moved. (ranged - 300 OM)

Bloody Lance: Crona conjures a single, large hollow cone in the shape of a lance, which spawns from the centre of Crona's own body or any Black Blood that has been spilled around the area. The move becomes stronger and flies faster depending on how much Black Blood is used in its creation, though no matter how much blood Crona uses in making the lance, it is always 1.5 meters in radius. After the lance has taken at least 1 second to form, Crona may fire it at a single adversary with tremendous velocity, though he may take as long as he likes to add more blood and therefore increase its strength. Since this attack is almost always powerful, it is also very draining, and using it more than once in a single conflict causes Crona to inflict damage to himself and become fatigued. (600 OM)
[float=right][Image: more_of_da_crona__page_doll____free_to_u...82ftrt.png][/float]
Getting these approved ahead of time:

Paper Cut: (300) Survival, Malleability, Shapeshifting
Whenever Guu gets injured, she can move injuries and replace body parts. She’s not healing herself mind you, simply moving the injury someplace where it’s less of an inconvenience. Like a cut along her arm would be moved to her back. She could even reconstruct bones through shapeshifting her tissue as long as the broken bone is moved somewhere else to heal.
Limitations: This takes 1-3 seconds to do depending on the severity of the injury. She must be standing still or walking at a snails pace while doing it as this ability requires focus.


Bloodhound Punch: (300 OM) Physical Strength, Remote Control Proficiency, Homing Prociency, Malleability, Enhanced Senses [float=right][Image: Fekdy46.gif][/float]
Guu can launch a homing punch at her foes. This punch can duck around objects, turn around corners, even finding opponents in areas she cannot see.
Limitations: This moves takes 2 seconds to charge. She can target anyone within the range of her Enhanced Senses, but the further she has to the travel, the more likely the target will see it coming and be able to dodge it. Any target past 50 meters could effortlessly dodge this move if they aren’t moving in a predictable pattern. This move breaks stealth.
[Image: MUsY55C.jpg][float=right][Image: sN7AejK.jpg][/float]
Thunder Beam - Elec Man appears, charges up for a few seconds, and releases said super-charged bolt of lightning that chains throughout all of Proto Man’s opponents or wholly strikes one adversary for a large amount of damage. After the lightning attack, the individuals are left momentarily dazzled/stunned. (Tier 1 Super Attack, Debuff Prof, Wide Area Attack = 800 OM)

Guts Man - Tier 2 Assist (1500 OM)

ATK - 5
DEF - 3
SPD - 1
TEC - 1

I can't get Google images to work at the moment, but I mean, you can just google Guts Man.
[Image: proto.jpg][Image: DAHost.png]
Dante's Abyss 2015
Host
Avatar of Anger 1000 OM

Tier one powered-up form

Atk 7
Def 0
Spd 6
Tec 2

Starting from Strazio's chest his flesh burns away, replaced by white-hot energy. His entire body becomes bright white glowing energy and his anger takes hold. In this form most of his abilities no longer harm him and his anger takes control of him and he becomes incredibly aggressive. When he enters the Avatar of Rage Strazio must stay powered up for the rest of the fight or until he is no longer able to sustain it.

Overload 600 OM

Tier One Attck - Ranged Proficiency, Area Attack Proficiency

Strazio extends his arms and puts his hands together, forming a triangle with his palms facing the target. Almost instantly a massive burst of white hot energy erupts outwards in a massive 90 degree cone. The attack travels twelve feet outwards and lasts for two seconds, during which Strazio cannot move and is pushed back very slightly. To call upon such great power instantly Strazio sacrifices small bits of skin on his arm and some blood in his veins to act as catalysts, this strain deals 2 damage to him.
[Image: StrazSig.png]

[Image: DarkshireBadge.png][Image: DarkshireDefenseBadge.png][Image: SecondarySaga.png][Image: HerosGraveyardBadge.png]
Vector Arrow(Requires Ranged Proficiency, Homing Proficiency-600): Vector arrows come from Medusa's back and go towards her enemy. The vector arrow looks like a black arrow with a purplish hue. The vector arrows come that come from Medusa's back are pre-programed to go a certain way. Unlike her previous vector arrows Medusa cannot manipulate them to go another way, once they have a set course they cannot be redirected by Medusa. Medusa may only have five arrows out at one time. Vector Arrows has another option as well. Instead of just aiming at one point it can now home onto it's target. Medusa chooses a target ahead of time and the vector arrows then go towards them. Whenever the vector arrows hit a solid object say, like the ground, a building, or a shield they then lose their function and dematerialize.


Upgrading Vector Arrow by adding homing onto it.
Sivo Wrote:The Adeptus Mechanicus brings you the brand new (Only a few thousand years old!)....

Plasma Pistol (Requires Ranged Proficiency, 600 OM)
A marvel of human engineering, the Plasma Pistol relies on micro-nuclear reactions to superheat a cartridge of gas over several seconds into the volatile substance known as plasma, then propelling it outwards as an electromagnetic bubble. The thermal energies involved in this process rival the heat of a core of a newborn sun, vaporizing flesh and steel alike. However, this process is far from free of risk. The pistol is wont to overheat when fired without proper cooling and benedictions to the machine spirit, spraying superheated matter over the wielder and the surrounding area. Sivo's weapon, due to his careful calculations, prayers, and the effects of Omnillium, is generally good for 2 to 3 shots before he runs a risk of overheating. The shot may be fired at varying charges, increasing in both power and risk over time.

Approved at 600 OM.
[Image: giphy.gif]
Gildarts Wrote:Hi, I figured now that I’m level two it’s a good time to submit my super moves (located below) to this forum before it becomes super busy.

Crushing Punch (Requires: Physical Strength Proficiency) 300 OM

This powerful punch collides with its target and offers a staggering blow. Gildarts, who faces everything head on, has condensed his magic into his fist and releases it toward his opponent in a powerful fist that explodes with white energy.

Gildarts charges this punch between blows and then hits his enemy when he sees his chance to strike and where it would have the most detrimental effect. While Gildarts is great at hand to hand combat and his durability is rather high, this fist is weighed with energy and may seem heavier for him to use, thus there would be more strain on his muscles and it would seem slightly slower than a normal punch.

After Gildarts strikes his opponent he still feels the weight of the energy in his fists and the strain lasts for a few lingering seconds.

When an enemy is hit with this attack they feel the heavy air of energy before its impact and are jarred backward by the sheer strength that rams against their person so that it feels like they are getting hit by a freight train.


Crash! (Requires Ranged Prof, Area Attack Prof) 600 OM (chargeable feature is extra) (I may upgrade this to a super move later on)

With this move Gildarts sends a strong wave of slicing energy at his opponent. It grows wider in ratio to the distance it travels in the air and frequently scrapes up the ground in its wake as it travels toward the opponent.

With cubes of earth splattering through the air, the move grows in size and finally connects with its target straight on. The target receives deep lacerations in the pattern of a net.

Drawbacks: Charge up time is about five seconds and the move continues to grow even when it is released from his body. With this said Gildarts cannot stop it in the air and it must land on its final course. It is somewhat difficult to aim if the opponent is further away. While it is in the air Gildarts must keep his focus on it but can still dodge an oncoming attack.

Keep in mind that I’ll be layering drawbacks of the super move so that it is not as easy to cast and so that the move’s status as a Super move is not disregarded or unfitting.

Crash and Burn Cost: 800 OM (requires ranged/physical strength)

Tier 1 Super Move (Defensive: Crash and Disassembly Magic) - 2 SP

In this defensive Super Move, Gildarts has a powerful attack aimed towards him and it is propelling through the air. It seems as though it is inevitable that the massive energy will collide with him and he readies himself in an avid stance.

Gildarts extends a palm outward and releases his disassembly magic into what becomes a white ‘X’ in the face of the oncoming magic. (If it helps you to picture it, the X is like a shield or barrier.) As his netted white energy intercepts the attack aimed at Gildarts, his magic disperses through the oncoming magic that stagnates the attack before it becomes many cubes in the air and the attack is obliterated all together.

Drawbacks: Because this is a defensive move I didn’t want the major drawback to be speed or charge up time, after-all, if he doesn’t have time to deploy it it’s pointless. The massive drawback is aim and focus. Gildarts must stand entirely still. If he attempts to dodge another attack that is oncoming while he has actively released the defensive super move, the wave of energy will become disfigured and will not be an effective defense. The opponent’s move that has stagnated is converting into separating the magic and Gildarts is matching its power, suddenly he is unable to do so as his focus has been disrupted. With his concentration completely gone the opponent’s move will hit him head on and at the close distance there would be no time to run or dodge.

Another drawback is that the opponent’s intercepted magic does not loose its properties, so if it were a move with a debuff it could still potentially pose as a hazard to Gildarts.

Primary function: Defensive move that is usually used on an abiotic target and intentionally disrupts oncoming attacks. Please note that because this works similarly to a shield, it would respectively intercept multiple projectile beams if the targeted location was within the same area as the cast spell and the interception times were not too far apart (such as a rapid weapon) because the move stagnates to absorb and obliterate the power it has crossed with, it would include an attack with similarly aimed multiple projectiles.

[spoiler][Image: latest?cb=20111001061335][/spoiler]





Crushing Evil, Spreading the Truth: Empyrean (requires physical strength) Cost: 800 OM

Tier 1 Super move (Offensive: Crash Magic) - 2 SP

White energy released from his fist in an uppercut that has charged crash magic in it. The strength is powerful enough to send his enemy flying in a spiral upwards. The overall effect is a ‘defeated’ opponent who has been launched out of Gildarts’ sight.

Gildarts activates this move when the malice in his blood feels like ice. The Prime focuses his energy in his right fist (cannot be used by left prosthetic) and launches himself at the opponent. His fist finds its mark when the opponent has left his chin wide open and suddenly the enemy is launched into the air after feeling a weight strong enough to crush their jaw collide into their chin. The force that could shatter skulls instead the target’s body follows the momentum of his blow and is carried upward in a white spiral.

Drawbacks:
A Requirement before the move is deployed: Resolve. Gildarts must deem his adversary as evil (or an evil creature) and/or has seen them do something unforgivable. This drawback is flexible due to character interaction because it makes Gildarts the judge.

Another drawback is the charge up time of at least five seconds, this variable is necessary for his blow to land with finesse and launch effectively upward. Gildarts must also charge at the enemy head-on, putting him at risk for any oncoming attacks that he could dodge if he slanted his route. If it is not given enough time the energy will backfire and the momentum will carry Gildarts away from his enemy



[spoiler][Image: latest?cb=20120315214807][/spoiler]

All approved!
[Image: giphy.gif]
With a bunch of blades and a rifle that can't even shoot bullets, I figured it was about time to give Shay some more in the lead department!

Dual Flintlock Pistols – 300 OM (requires Ranged Proficiency)
Shooting straight and true, being a resident of the 13 Colonies, Shay's not without his trusty pair of English percussion flintlock pistols, Shay's first pair of guns gifted to him by Achilles himself after a session at the shooting range with Liam. At his side, Shay can pull out two old fashioned flintlock mechanism pistols, only being able to shoot one at a time, but being able to fire both moderately damaging single shots in quick succession. Although relatively quick to fire off, reloading these is a hassle itself, only one costing Shay 4 seconds of his time, and 8 seconds in total if he wants to reload both.
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"The air is still, and I am a hunter."
Shadow Tether (300 OM, requires Debuff Proficiency when used offensively): With a few seconds of concentration, Whirda creates a tether of shadow energy between herself and a single target. This is a touch move and cannot be used from a distance. When using shadow clone swap or shadow step (teleport), the target travels with Whirda, disappearing and reappearing beside her. The tether is single use and lasts ten seconds even if she doesn't make use of it. After the tether fades, Whirda must wait one minute to create another tether. A conscious enemy prime or prime-affiliated secondary can resist the effect of the tether and will not travel with Whirda. The tether can be used offensively or defensively on primes who are unconscious or otherwise unable to resist the effect.

Umbral Maelstrom (Tier One Defensive Super Move, 600 OM, requires Debuff Proficiency and Area Attack Proficiency): After a few moments of concentration, Whirda creates a maelstrom of powerful wind and concealing shreds of shadow (roughly twenty by twenty by twenty feet). Nearby enemies are dragged into the maelstrom and pulled toward its center. Enemies cannot see outside the maelstrom due to the concealing shadow, and will remain inside buffeted by the strong winds for about thirty seconds or until they find another way to escape. Enemies will not sustain any significant damage from the maelstrom itself, but Whirda can choose to enter the maelstrom herself where she will exhibit more stability and control than the typical enemy.


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