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Official Move Approval IV
Yuki-onna "Cirno" (2000) (alternate form)
Cirno becomes five foot tall even her hair grows past her shoulders retaining its ice blue color. Her dress becomes a mix between Letty's and cirno's. She loses her ice wings and her "immortality" that she normally has. She ages slowly and is what someone who kept fairly fit in there 20's and thirty's would look like. Her mental state is of one in there twenty's and thirty's. (lettys outfit is on left cirno's on right)

Her personality becomes less cheerful and kind, she is aggressive to a point of protecting herself against heat due to becoming a Yuki-onna. (WIP)
[Image: hqdefault.jpg][Image: tumblr_nuf2vp7G6L1ru2kkoo1_500.png]
Atk: 4
Def: 4
Spd: 0
Tec: 2
[Image: cirno-is-genius.jpg]
@ Shu:
[spoiler]
Quote:Bow and Arrow - 300 OM (Requires: Ranged Proficiency)
A wooden bow, lovingly crafted and polished smooth. The string is of a silken make, waxed and practically immune to snapping. A leather grip wrap encompasses the center of the wooden limb, accompanied by bone weights at the ends to provide greater stabilization. Each arrow is of equal craftsmanship, 20 in a leather-bound quiver, and Shū can replenish the quiver with two arrows per second if he isn't under attack and has time to concentrate. If under attack, it will take him three minutes of concentration to summon two arrows. All arrow heads are made of glass-stone, symbols of spirit banishment etched into each one. He can fire off one arrow at a time in approximately one second at a maximum distance of 1000 yards depending on the trajectory of the arrow. The average arrow travels at about 150 mph in a straight line, that speed slows significantly (reduced to 30-60mph) if the arrow is fired at an arc to attain maximum distance.

Approved! Good to go! A++![/spoiler]

@ Doomguy:
[spoiler]Oh, crap, sorry dude! I totally forgot about Hologram because the super was stressing me out. And I'd have to see a move written up for the super, man. Unfortunately I am an idiot.

Hologram is approved! Here it is for record-keeping purposes:

Quote:Hologram (Prof: Remote Control, Debuff) - 300 om
Technology used by the USSMC, UNSMC and UAC for various reasons, this particular equipment is used by spec ops and other advanced units to distract, confuse, misdirect, and bait enemy troops (along with more mundane uses). A grenade-sized box, once thrown the item creates a life sized and mostly realistic sight and sound recreation of a UAC trooper with a plasma gun in a second, briefly glitching and phasing before becoming a proper replica (making it obvious what it is if thrown in front of someone). It's unrealistic in that the weapon's plasma rounds does nothing, and when attacked the hologram is merely phased through. If the box is itself destroyed, the hologram disappears.

The hologram has a small set of programmed commands that can be used with manipulation, which it will perform within 5 feet of the object: Stand guard, Shoot, walk, and take cover. Other actions require direct manipulation,. There may only be one hologram at a time, and shoot the user move than the 20 feet away from the object it shuts down.
[/spoiler]

@ Cirno:
[spoiler]
Quote:Yuki-onna "Cirno" (2000) (alternate form)
Cirno becomes five foot tall even her hair grows past her shoulders retaining its ice blue color. Her dress becomes a mix between Letty's and cirno's. She loses her ice wings and her "immortality" that she normally has. She ages slowly and is what someone who kept fairly fit in there 20's and thirty's would look like. Her mental state is of one in there twenty's and thirty's. (lettys outfit is on left cirno's on right)

Her personality becomes less cheerful and kind, she is aggressive to a point of protecting herself against heat due to becoming a Yuki-onna. (WIP)
[Image: hqdefault.jpg][Image: tumblr_nuf2vp7G6L1ru2kkoo1_500.png]
Atk: 4
Def: 4
Spd: 0
Tec: 2

Approved!
[/spoiler]
[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.
(08-05-2017, 07:55 PM)Luci Wrote:
Quote:So, forgive me for my confusion here but this is just how you're RPing your communicator, correct? As in it does exactly what a communicator normally does and nothing else? I ask because it kinda seems like you're hinting at being able to send messages to people across verses without a communicator through Telepathy, which would only work within your Telepathy range.

Just a regular old communicator

Quote:As long as it's purely for fluff and doesn't give you any competitive benefit, that's fine. I.e. if you were running from a fight you can't block your enemy's messages to their allies from sending or others from coming in unless you OK it with them.

I understand.

Fine by me then. Approved.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

Chaos Slicer (600, requires Physical and Remote Control)
[Image: FMPRKMAIKEALH8L.MEDIUM.jpg] (ignore the fact that this is Asriel's Hyperdeath form)

Asriel instantly summons two swords which are roughly 23 1/2 inches long. They are quite quick when compared to heftier swords. He has to focus and stand still to do so, but it's not very tiring to summon.

When he desummons them, Asriel has the option to summon 8 magic orbs (2-inch diameters) that he can shoot towards an opponent. It takes 5 seconds to summon the orbs. Asriel has to focus and stand still while doing so, like with summoning the swords. He cannot summon the orbs without summoning the sword prior and it does cause him a bit of fatigue to summon the orbs. They can go up to 10 feet and they last for only 5 seconds. The orbs will go up to 27 mph, the speed of an average punch, and each have the force of a strong punch. Combined, they all have a concussive force. The orbs will all fire out at once and he can redirect them with his thoughts.

He cannot use this with other moves.
[Image: ar_sig_by_invagir-db61o55.png]
(08-07-2017, 03:21 PM)Asriel Dreemurr Wrote: Chaos Slicer (600, requires Physical and Remote Control)
[Image: FMPRKMAIKEALH8L.MEDIUM.jpg] (ignore the fact that this is Asriel's Hyperdeath form)

Asriel instantly summons two swords which are roughly 23 1/2 inches long. They are quite quick when compared to heftier swords. He has to focus and stand still to do so, but it's not very tiring to summon.

When he desummons them, Asriel has the option to summon 8 magic orbs (2-inch diameters) that he can shoot towards an opponent. It takes 5 seconds to summon the orbs. Asriel has to focus and stand still while doing so, like with summoning the swords. He cannot summon the orbs without summoning the sword prior and it does cause him a bit of fatigue to summon the orbs. They can go up to 10 feet and they last for only 5 seconds. The orbs will go up to 27 mph, the speed of an average punch, and each have the force of a strong punch. Combined, they all have a concussive force. The orbs will all fire out at once and he can redirect them with his thoughts.

He cannot use this with other moves.

Approved.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

Tail Flick/Bitch Slap (physical proficiency) 300 OM

Freeza’s tail coils just slightly. His movement slows and whilst his is blocking his opponent’s fists, his tail simultaneously whips into the enemy with unrelenting force. They are thrown five feet away from Freeza. This is more like a “punch” move, there is a two second delay from when Freeza is readying his tail for the smackdown. Freeza must be stationary for this move.

Horny Freak 300 (physical prof) 300 non variable

Requiring close combat and compromising both range and mobility, Freeza charges forward toward an enemy. He can still block, but all his attack energy is focused on his horns which strike wherever Freeza aims them. Like a bull, Freeza must rush straight forward into his prey when he strikes and aims this move. There is no charge up time, as his horn is solid, but in order to strike Freeza must be in close range and submit his head low as though on a platter for those he is attacking with his horns.

Tail Twist (physical prof, debuff) 300

Freeza wraps his tail around an appendage or part of his opponent's body or their weapon, immobilizing that part of their body and causing strain. A drawback of this move is that he is in close quarters, allowing more spaces in his body to strike. It takes five seconds to secure a hold on his enemy’s limb, this can wrap around two limbs if they are parallel to one another within five inches of one another.

Imagine someone being bound by rope or handcuffs, this move immobilizes his enemy in the same way. A drawback of this move is that his tail is susceptible of being harmed, or cut off, and he is also in close quarters with his foe. He also cannot move more than five feet (so dragging an enemy would be off limits) whilst bound to them. Swatting them around or punching them (with non moves) while they are bound would be acceptable, but Freeza cannot use a Ki attack against them while they are bound by his tail.

Palm Charge 300 OM (physical prof) non variable

Freeza charges his ki for five seconds and is stationary, he is likely in the thick of combat, using martial arts moves or sparring with an enemy and he sees an opening. The ki is warm in his hand and he flattens the his palm firmly makes contact with his foe before the white-pink smoldering flash of energy is released directly into the foe, much like a sharp drill slamming into them in the concise space beneath his palm.

Freeza’s grip is released and he readies his next attack.

Ki Punch (physical prof) 300 OM non variable

This isn’t a move he uses in the show to my knowledge, but I’m giving him a “mega” punch so to speak.

Freeza charges this move for several seconds, his legs need not be stationary (so that he can launch or charge at the foe) but his focus must be on rallying his ki into his fist from the rest of his body. The sinister villain prepares to swat his enemy away like a pesky mosquito and finally deciding on where the best landing of the move would be, Freeza ignites the strike into his enemy with a pink blast of energy. Powerful energy is driven into the foe which may cause him to stumble back as his muscles and flesh recoil from the blast of damage they were subjected to.
[float=left][Image: dyxhOkS.png][/float]

"You're all ignorant fools."

If "negotiation" doesn't pull through there's always mass genocide!

Don't worry, death is my specialty.

Lord Zedd Wrote:As much as it pleased him to finally be able to one up somebody in knowledge about this miserable existence, it did frustrate him that Freeza had recruited a hapless minion mere seconds after his arrival.

Ko/Jaixe Wrote:Start the day off with a simile... BY MURDERING YOUR ENEMIES
(08-07-2017, 04:55 PM)Freeza Wrote: Tail Flick/Bitch Slap (physical proficiency) 300 OM

Freeza’s tail coils just slightly. His movement slows and whilst his is blocking his opponent’s fists, his tail simultaneously whips into the enemy with unrelenting force. They are thrown five feet away from Freeza. This is more like a “punch” move, there is a two second delay from when Freeza is readying his tail for the smackdown. Freeza must be stationary for this move.

Horny Freak 300 (physical prof) 300 non variable

Requiring close combat and compromising both range and mobility, Freeza charges forward toward an enemy. He can still block, but all his attack energy is focused on his horns which strike wherever Freeza aims them. Like a bull, Freeza must rush straight forward into his prey when he strikes and aims this move. There is no charge up time, as his horn is solid, but in order to strike Freeza must be in close range and submit his head low as though on a platter for those he is attacking with his horns.

Tail Twist (physical prof, debuff) 300

Freeza wraps his tail around an appendage or part of his opponent's body or their weapon, immobilizing that part of their body and causing strain. A drawback of this move is that he is in close quarters, allowing more spaces in his body to strike. It takes five seconds to secure a hold on his enemy’s limb, this can wrap around two limbs if they are parallel to one another within five inches of one another.

Imagine someone being bound by rope or handcuffs, this move immobilizes his enemy in the same way. A drawback of this move is that his tail is susceptible of being harmed, or cut off, and he is also in close quarters with his foe. He also cannot move more than five feet (so dragging an enemy would be off limits) whilst bound to them. Swatting them around or punching them (with non moves) while they are bound would be acceptable, but Freeza cannot use a Ki attack against them while they are bound by his tail.

Palm Charge 300 OM (physical prof) non variable

Freeza charges his ki for five seconds and is stationary, he is likely in the thick of combat, using martial arts moves or sparring with an enemy and he sees an opening. The ki is warm in his hand and he flattens the his palm firmly makes contact with his foe before the white-pink smoldering flash of energy is released directly into the foe, much like a sharp drill slamming into them in the concise space beneath his palm.

Freeza’s grip is released and he readies his next attack.

Ki Punch (physical prof) 300 OM non variable

This isn’t a move he uses in the show to my knowledge, but I’m giving him a “mega” punch so to speak.

Freeza charges this move for several seconds, his legs need not be stationary (so that he can launch or charge at the foe) but his focus must be on rallying his ki into his fist from the rest of his body. The sinister villain prepares to swat his enemy away like a pesky mosquito and finally deciding on where the best landing of the move would be, Freeza ignites the strike into his enemy with a pink blast of energy. Powerful energy is driven into the foe which may cause him to stumble back as his muscles and flesh recoil from the blast of damage they were subjected to.

So for Tail Flick and Horny Freak, you’d need to purchase a move for your tail and your horns in order to use them like this. So you could just rename these Tail and Horns if you want and that would be fine, since you’re not doing anything fancy with them. If you wanted to make the attack stronger than just jabbing them with your horns or swatting them with your tail (like stronger than say, a punch or a sword swipe) you could also buy a move for that stronger version, but that would be two more moves on top of these. Your choice there.

Tail Twist wouldn’t require a move, provided you bought a Tail move, since grabbing someone and holding onto them doesn’t require a move on its own. If you used your other limbs to grapple them it would be totally free.

Palm Charge: How does it feel to be hit by this? Like, searing yes, but roughly how damaging overall? When you say he charges his ki but is in the heat of combat, does that imply he can block and throw punches while charging it without breaking concentration? Can the same be said for other moves as well? How draining is this on his stamina?

Ki Punch: How long exactly is several seconds? How damaging is this roughly? Like being hit with a boxing glove, or like a shotgun blast etc.? Can he run around and take/dole out hits or use other moves, or would that break his concentration? How draining is this on his stamina?
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

Taking Up the Gauntlet 300 Non variable (ranged proficiency, homing prof., remote control?)

As though Gildarts were a cyborg, this is a ranged punch, using his magic, he can take off his hollow steel limb and launch it directly at a foe or target. Because it is a “part” of his body and harbors his magic, he is able to control where it goes, and he wants it, most likely, to drill right into an enemy’s face.

When the fist has collided with their face, the fist will not immediately stop, it will continue its “rocketed” magic force for ten seconds.

This sniping move takes gildarts twenty seconds to charge, he must be stationary, and while he is using this move, he cannot use any other moves. He is also losing an arm, so to speak #sacrifice. Will it cost an arm and a leg?

It can be used once per battle.

Graveless Gravity (debuff utility move, ranged prof, remote control probably too, area attack)

Enemies are suspended 10 feet in the air as though walking on an invisible plateau of gravity (it is transparent like a pane of glass) and cannot touch or reach for the ground for twenty straight seconds. If there are branches or trees around, they could attempt to lift themselves closer to the ground. The affected area of this move is about the distance from third base to home plate, when someone dashes beyond those “invisible” limits they will fall back to the ground.

Whilst in the “air” the gravity is double to slow the enemy down.

When Gildarts casts this move on ONE ENEMY only. This can be used once per battle. Gildarts must remain stationary, and cannot cast any other spells until the enemy is released from this one.

Dragon’s Breath, of Death (area attack, physical, ranged proficiency) 600 OM Variable

Blue fire surges in bursts from out of Gildarts’ inorganic fist (or if he is using an assist, it comes from the dragon’s mouth) and the fire’s flames can either come in short bursts (in assist to his fists, which would be a pretty scalding punch) or one long “flamethrower-esque” stream of flame that can extend as far as seven or eight feet across. It is still one stream, so it cannot hit multiple targets at one time.

The drawbacks of this are there is a charge time of three seconds for the burst flame punch and five seconds before he can use the flamethrower engulfing stream of blue fire move. He does not need to be stationary to charge this move.

The Chilling Requires Time manipulation (ranged proficiency, area attack, buff proficiency, remote control/homing?) 300

Time stills and the air grows crisp. Sharp and frozen without the charging taste of sun. This move is used in a battle with multiple foes, and with multiple allies. Gildarts attempts to make his allies more speedy by buffing them with gravity magic while simultaneously slowing down the enemies on the battlefield in a ten foot sector.

In order to perform this move, Gildarts must close his eyes and meditate like a monk. He must focus on his surroundings and hear the clamour of battle, seeing it with his ears. Suddenly, there is silence as the move is cast. His allies are elevated, their perhaps heavy armor does not feel quite so heavy, their moves are swifter. The enemy on the other hand, is slowed. Not significantly, but for the amount that his allies have sped up, the enemies have slowed down, almost like an exchange made in time. A trade. While focusing, Gildarts has his eyes closed. Like a true wizard of DND his power is focused on his allies completely, leaving him completely susceptible.

The charge up time for this move will be 20 seconds. The move lasts 25 seconds.


Too Slow. Grave Mistake. 300 (ranged proficiency, remote control proficiency, homing proficiency I am guessing)

The maximum range of this move is five feet away. Gildarts is in close ranged combat with someone, they’re exchanging punches. A stationary Gildarts blocks his enemy’s last move and focuses to slow down the time around his enemy, specifically their oncoming attack, whether that be a kick or a fist or a sword. The momentum is stickily slow, snagging on time and cutting through it as slow as molasses. The opponent’s mind is still fully fluent, however, they can’t seem to send the signal to their arms to move or realign their aim. Gildarts uses this slowed moment to charge a move, take advantage of his own movements freedom, turn the tables of battle, or probably the best option of dodging.

-Drawbacks Gildarts can use this once per round. Gildarts would get tired if he used this repeatedly. Gildarts is stationary. Gildarts must focus and can only block while charging this move. This move would make their weapon or attack “stickily slow” for only five to seven seconds. It does not stop their weapon entirely, but merely slows the momentum. When the move is applied, Gildarts is able to cast another move, he cannot cast two moves/spells at the same time.
[Image: -Gildarts-fairy-tail-35651033-300-180.gif]
"I have never met a strong person with an easy past." -Atticus
Further moves for Isolda the under-construction-NPC. 

Ire - Tier 1 Power Up - (1000 OM)
Isolda van Harnburg isn't prone to tantrums - but the ghosts that fuel her psychic powers have a mind of their own. Anything exceeding the most trivial of annoyances causes her potency to rise - and makes her dangerous to be around.  

Fluff: When this power-up is active, Isolda is surrounded by minor, malicious poltergeist activity. 

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


Be gone:  Requires Ranged proficiency, Telekinesis - Tier 1 Superattack - (600 OM)
If Isolda decides she wants someone out of her face, she lets them know it - "Be gone". A tiny blue ember of force flashes between her and a target she an see within ten meters. Upon contact the target is propelled backwards at a slight downward angle - and a tremendous rate of speed. This results in a vicious impact with the ground, as though the target had been shot out of a black-powder cannon, sending them rolling and bouncing for several dozens of meters. Only those possessing a potency fit to match her own (T1 Superdefense/superattack) can hope to resist. 

Indignant Cataclysm: Requires Area Attack Proficiency, Ranged Proficiency, Telekinesis - Tier 2 Superattack - (800 OM)
By focusing her frustration on whatever might be bothering her most at the moment, Isolda can wreak remarkable havoc. This attack effects an area fifteen meters in diameter, and happens in three stages. First, the ground within the affected area is sundered and bursts upward in a cloud of debris about five meters high, ranging in size from boulders to fine sand, creating a hole about three meters deep and wrong-footing anybody who might happen to be standing in the area. Second, the debris begins to swirl rapidly colliding with other detritus and battering anything caught within the area of affect. This stage lasts for four seconds. Finally, the entire mess explodes with horrible force.


Such Insolence: Tier 1 Superdefense, requires Telekinesis - (600 OM)
With a dismissive wave of her hand, Isolda either banishes or deflects an incoming attack, snuffing it out with the psychic heft of her contempt (neutralizes Tier 1 Superattacks or less)
Requires Physical Proficiency 

Cost: 600 OM

Truncheons/Nunchucks

In Moon Knight's vast array of weapons, the Fist of Khonshu carries his signature two white truncheons that are about 12 inches in length and an inch in diameter, which also turn into nunchucks. Both truncheons are metal stick-like weapons which are used to jab, strike, bludgeon targets. The nunchuck part of the two truncheons are two white sticks connected at one end by a short cable rope. The truncheons themselves extend to give the nunchuck form 12 inches with each two cable connected sticks and are still one inch in diameter. The nunchucks are able to strike, sweep, and smack targets. One of the truncheons has has also already served as Moon Knight's grapnel gun. It takes Moon Knight about a second to pull out both batons and use them, also the it takes a second to active the nunchuck form and use them. Both the Truncheons and its nunchuck for deal medium damage to targets and are both close ranged weapons.   

Tier One Super Move: 600 OM

Requires Ranged Proficiency 

Lunar Eclipse 

Reaching into his utility belt Moon Knight grabs all of his crescent darts and throws them all out. The sharp silver/adamantium darts are thrown out around him from every side. Any of the crescents that hit the living target cut into and stick on to them dealing a good number of damage while the other darts bounce and ricochet off of any wall or ground surface for at least 10 seconds. If they do not hit the target within the 10 seconds, the darts lose their momentum and stick to any surface they've hit.
Alternate Form: 2000 OM
Drunken Fist


Takezo is a lightweight when it comes to alcohol. By drinking from the wine gourd hanging from his belt, he will swiftly become intoxicated. During this state, Takezo's personality shifts away from the confrontationalism and rigid outlook to a looser and more "with the flow" mindset. In battle, this translates to a lower offensive power, but a greater defense. His drunken sway makes him unpredictable, and his fuzzy mind becomes dulled and more difficult to read, increasing his Technique dramatically. Sadly, this same sway reduces his overall speed. It can be hard to run straight when you stumble everywhere.

During his intoxication, Takezo will not unsheath his sword. Doing so would be shameful to his honor as a Swordsman. All Sword-style moves (such as Katana techniques) are disabled while Drunken Fist form is in effect.

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

T1 Power  Up: [---]
Drunken Fist: Drink Like a Demon

Note: This Power Up is identical in stats to hiscurrent T1 Power Up. This is an approval of alternate fodder to be used specifically with the Alternate Form "Drunken Fist."

When Takezo drinks beyond his usual limits his balance becomes atrotious, with every step an act of catching himself by taking another, faster step. His strikes become heavier, lacking the control to properly measure his strength. It is exceedingly awkward to try and fight the drunken Takezo, who still absorbs damage like a meat shield. If one can even land a blow on this weaving, wobbling drunkard.

ATK: 1 (2)
DEF: 0 (4)
SPD: 2 (3)
TEC: 2 (8)

Wine Gourd [300]
Requires: Ranged, Physical, Debuff

This is Takezo's choice of weapon (other than his own body.) He uses the Wine Gourd to strike distant foes, before yanking it back with the cord tied around his left wrist.

The gourd initially dangles from his waist and can be brought to his lips for a quick drink without detaching its cord. However, to unwind the cord to use as a weapon (usually when drunk) takes five seconds to untie the knot and unwrap it from his body. If interrupted in the first four seconds, the knot is not untied. Interruption at the last second has the Gourd falling through the floor.

The cord of the Wine Gourd is five foot long, but when the gourd is thrown, the cord can reach up to thirty feet. How does this happen? Drunk logic and Omniphysics.

The gourd deals very low damage, being light and thrown with only a small force (so he does not outright shatter it.) However, it can be thrown, then quickly yanked back to throw it again.
Tier one supermove (attack): godbreaker ammo 300 OM


13 gets out a specialized clip that has been filled with warp enchanted ammo, It is a single bullet that won't have a fixed shape until fired. 13 must remove the clip that is in his rifle or take a bullet out of his revolver to be able to load it in. When it is loaded the bullet starts humming in a low tone which enemies will be able to hear up to 25 meters away. When it is shot it will normally take the shape of a rifle bullet, the warp energies inside of it will make it able to pierce any magical shields and the living metal it is made from will be able to take down any physical ones.
The soul of the Machine God surrounds thee. The power of the Machine God invests thee. The hate of the Machine God drives thee. The machine god endows thee with life. Live!

01001111 01110101 01110010 00100000 01110100 01110010 01110101 01110100 01101000 00100000 01101000 01100001 01110011 00100000 01100011 01101111 01101101 01100101 00100000 01101111 01101110 01101100 01101001 01101110 01100101
@ Gildarts:
[spoiler]
(08-07-2017, 05:36 PM)Gildarts Wrote: Taking Up the Gauntlet 300 Non variable (ranged proficiency, homing prof., remote control?)

As though Gildarts were a cyborg, this is a ranged punch, using his magic, he can take off his hollow steel limb and launch it directly at a foe or target. Because it is a “part” of his body and harbors his magic, he is able to control where it goes, and he wants it, most likely, to drill right into an enemy’s face.

When the fist has collided with their face, the fist will not immediately stop, it will continue its “rocketed” magic force for ten seconds.

This sniping move takes gildarts twenty seconds to charge, he must be stationary, and while he is using this move, he cannot use any other moves. He is also losing an arm, so to speak #sacrifice. Will it cost an arm and a leg?

It can be used once per battle.

What is the maximum range of this move? What kind of damage is it likely to cause? (medium damage, low damage, what?)

Quote:Graveless Gravity (debuff utility move, ranged prof, remote control probably too, area attack)

Enemies are suspended 10 feet in the air as though walking on an invisible plateau of gravity (it is transparent like a pane of glass) and cannot touch or reach for the ground for twenty straight seconds. If there are branches or trees around, they could attempt to lift themselves closer to the ground. The affected area of this move is about the distance from third base to home plate, when someone dashes beyond those “invisible” limits they will fall back to the ground.

Whilst in the “air” the gravity is double to slow the enemy down.

When Gildarts casts this move on ONE ENEMY only. This can be used once per battle. Gildarts must remain stationary, and cannot cast any other spells until the enemy is released from this one.

Okay, I'm confused. Is this a Super Move? It's certainly too powerful for a regular move! And why haven't you listed the price or SP cost? I suggest you read the rules on moves again and pay special attention to the examples, so you'll know how to write them.

Can it be used on one enemy only or multiple enemies? The information you've provided in the move is conflicting on that. Your description of the distance is also not specific enough-- what is the EXACT reach of this move's affected area, in feet?

Quote:Dragon’s Breath, of Death (area attack, physical, ranged proficiency) 600 OM Variable

Blue fire surges in bursts from out of Gildarts’ inorganic fist (or if he is using an assist, it comes from the dragon’s mouth) and the fire’s flames can either come in short bursts (in assist to his fists, which would be a pretty scalding punch) or one long “flamethrower-esque” stream of flame that can extend as far as seven or eight feet across. It is still one stream, so it cannot hit multiple targets at one time.

The drawbacks of this are there is a charge time of three seconds for the burst flame punch and five seconds before he can use the flamethrower engulfing stream of blue fire move. He does not need to be stationary to charge this move.

Approved!

Quote:The Chilling Requires Time manipulation (ranged proficiency, area attack, buff proficiency, remote control/homing?) 300

Time stills and the air grows crisp. Sharp and frozen without the charging taste of sun. This move is used in a battle with multiple foes, and with multiple allies. Gildarts attempts to make his allies more speedy by buffing them with gravity magic while simultaneously slowing down the enemies on the battlefield in a ten foot sector.

In order to perform this move, Gildarts must close his eyes and meditate like a monk. He must focus on his surroundings and hear the clamour of battle, seeing it with his ears. Suddenly, there is silence as the move is cast. His allies are elevated, their perhaps heavy armor does not feel quite so heavy, their moves are swifter. The enemy on the other hand, is slowed. Not significantly, but for the amount that his allies have sped up, the enemies have slowed down, almost like an exchange made in time. A trade. While focusing, Gildarts has his eyes closed. Like a true wizard of DND his power is focused on his allies completely, leaving him completely susceptible.

The charge up time for this move will be 20 seconds. The move lasts 25 seconds.

Okay, so! You don't have Time Manipulation listed in your roster, so you can't have this move; your roster is probably out-of-date, so update it before trying to buy anything else or get stuff approved. Also, since this move accomplishes two things (buffing allies and debuffing enemies), it would be 600 OM.

Quote:Too Slow. Grave Mistake. 300 (ranged proficiency, remote control proficiency, homing proficiency I am guessing)

The maximum range of this move is five feet away. Gildarts is in close ranged combat with someone, they’re exchanging punches. A stationary Gildarts blocks his enemy’s last move and focuses to slow down the time around his enemy, specifically their oncoming attack, whether that be a kick or a fist or a sword. The momentum is stickily slow, snagging on time and cutting through it as slow as molasses. The opponent’s mind is still fully fluent, however, they can’t seem to send the signal to their arms to move or realign their aim. Gildarts uses this slowed moment to charge a move, take advantage of his own movements freedom, turn the tables of battle, or probably the best option of dodging.

-Drawbacks Gildarts can use this once per round. Gildarts would get tired if he used this repeatedly. Gildarts is stationary. Gildarts must focus and can only block while charging this move. This move would make their weapon or attack “stickily slow” for only five to seven seconds. It does not stop their weapon entirely, but merely slows the momentum. When the move is applied, Gildarts is able to cast another move, he cannot cast two moves/spells at the same time.

As far as I am aware, Gildarts does not have the Time Manipulation power, or at least it isn't listed in his Roster. This move isn't possible at the moment without that power. If he DOES actually have that power, update your dang Roster!!!!!![/spoiler]

@ King Ghidorah:
[spoiler]
(08-08-2017, 05:13 PM)King Ghidorah Wrote: Further moves for Isolda the under-construction-NPC. 

Ire - Tier 1 Power Up - (1000 OM)
Isolda van Harnburg isn't prone to tantrums - but the ghosts that fuel her psychic powers have a mind of their own. Anything exceeding the most trivial of annoyances causes her potency to rise - and makes her dangerous to be around.  

Fluff: When this power-up is active, Isolda is surrounded by minor, malicious poltergeist activity. 

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


Be gone:  Requires Ranged proficiency, Telekinesis - Tier 1 Superattack - (600 OM)
If Isolda decides she wants someone out of her face, she lets them know it - "Be gone". A tiny blue ember of force flashes between her and a target she an see within ten meters. Upon contact the target is propelled backwards at a slight downward angle - and a tremendous rate of speed. This results in a vicious impact with the ground, as though the target had been shot out of a black-powder cannon, sending them rolling and bouncing for several dozens of meters. Only those possessing a potency fit to match her own (T1 Superdefense/superattack) can hope to resist. 

Indignant Cataclysm: Requires Area Attack Proficiency, Ranged Proficiency, Telekinesis - Tier 2 Superattack - (800 OM)
By focusing her frustration on whatever might be bothering her most at the moment, Isolda can wreak remarkable havoc. This attack effects an area fifteen meters in diameter, and happens in three stages. First, the ground within the affected area is sundered and bursts upward in a cloud of debris about five meters high, ranging in size from boulders to fine sand, creating a hole about three meters deep and wrong-footing anybody who might happen to be standing in the area. Second, the debris begins to swirl rapidly colliding with other detritus and battering anything caught within the area of affect. This stage lasts for four seconds. Finally, the entire mess explodes with horrible force.


Such Insolence: Tier 1 Superdefense, requires Telekinesis - (600 OM)
With a dismissive wave of her hand, Isolda either banishes or deflects an incoming attack, snuffing it out with the psychic heft of her contempt (neutralizes Tier 1 Superattacks or less)

All of these are approved![/spoiler]

@ Moon Knight:
[spoiler]
(08-09-2017, 08:55 AM)Moon Knight Wrote: Requires Physical Proficiency 

Cost: 600 OM

Truncheons/Nunchucks

In Moon Knight's vast array of weapons, the Fist of Khonshu carries his signature two white truncheons that are about 12 inches in length and an inch in diameter, which also turn into nunchucks. Both truncheons are metal stick-like weapons which are used to jab, strike, bludgeon targets. The nunchuck part of the two truncheons are two white sticks connected at one end by a short cable rope. The truncheons themselves extend to give the nunchuck form 12 inches with each two cable connected sticks and are still one inch in diameter. The nunchucks are able to strike, sweep, and smack targets. One of the truncheons has has also already served as Moon Knight's grapnel gun. It takes Moon Knight about a second to pull out both batons and use them, also the it takes a second to active the nunchuck form and use them. Both the Truncheons and its nunchuck for deal medium damage to targets and are both close ranged weapons. 

Approved!

Quote:Tier One Super Move: 600 OM

Requires Ranged Proficiency 

Lunar Eclipse 

Reaching into his utility belt Moon Knight grabs all of his crescent darts and throws them all out. The sharp silver/adamantium darts are thrown out around him from every side. Any of the crescents that hit the living target cut into and stick on to them dealing a good number of damage while the other darts bounce and ricochet off of any wall or ground surface for at least 10 seconds. If they do not hit the target within the 10 seconds, the darts lose their momentum and stick to any surface they've hit.

Approved![/spoiler]

@ Shinmen Takezō:
[spoiler]
(08-09-2017, 09:05 PM)Shinmen Takezō Wrote: Alternate Form: 2000 OM
Drunken Fist


Takezo is a lightweight when it comes to alcohol. By drinking from the wine gourd hanging from his belt, he will swiftly become intoxicated. During this state, Takezo's personality shifts away from the confrontationalism and rigid outlook to a looser and more "with the flow" mindset. In battle, this translates to a lower offensive power, but a greater defense. His drunken sway makes him unpredictable, and his fuzzy mind becomes dulled and more difficult to read, increasing his Technique dramatically. Sadly, this same sway reduces his overall speed. It can be hard to run straight when you stumble everywhere.

During his intoxication, Takezo will not unsheath his sword. Doing so would be shameful to his honor as a Swordsman. All Sword-style moves (such as Katana techniques) are disabled while Drunken Fist form is in effect.

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

LOL. Approved!

Quote:T1 Power  Up: [---]
Drunken Fist: Drink Like a Demon

Note: This Power Up is identical in stats to his current T1 Power Up. This is an approval of alternate fodder to be used specifically with the Alternate Form "Drunken Fist."

When Takezo drinks beyond his usual limits his balance becomes atrotious, with every step an act of catching himself by taking another, faster step. His strikes become heavier, lacking the control to properly measure his strength. It is exceedingly awkward to try and fight the drunken Takezo, who still absorbs damage like a meat shield. If one can even land a blow on this weaving, wobbling drunkard.

ATK: 1 (2)
DEF: 0 (4)
SPD: 2 (3)
TEC: 2 (8)

Approved-- no need to purchase this in your log, just add this to your Roster wherever your moves are listed, preferably as a note below the original T1 Power Up.

Quote:Wine Gourd [300]
Requires: Ranged, Physical, Debuff

This is Takezo's choice of weapon (other than his own body.) He uses the Wine Gourd to strike distant foes, before yanking it back with the cord tied around his left wrist.

The gourd initially dangles from his waist and can be brought to his lips for a quick drink without detaching its cord. However, to unwind the cord to use as a weapon (usually when drunk) takes five seconds to untie the knot and unwrap it from his body. If interrupted in the first four seconds, the knot is not untied. Interruption at the last second has the Gourd falling through the floor.

The cord of the Wine Gourd is five foot long, but when the gourd is thrown, the cord can reach up to thirty feet. How does this happen? Drunk logic and Omniphysics.

The gourd deals very low damage, being light and thrown with only a small force (so he does not outright shatter it.) However, it can be thrown, then quickly yanked back to throw it again.

This is a weirdly adorable move. Approved![/spoiler]

@ 13-Jzall:
[spoiler]
(08-10-2017, 04:35 AM)13-Jzall Wrote: Tier one supermove (attack): godbreaker ammo 300 OM

13 gets out a specialized clip that has been filled with warp enchanted ammo, It is a single bullet that won't have a fixed shape until fired. 13 must remove the clip that is in his rifle or take a bullet out of his revolver to be able to load it in. When it is loaded the bullet starts humming in a low tone which enemies will be able to hear up to 25 meters away. When it is shot it will normally take the shape of a rifle bullet, the warp energies inside of it will make it able to pierce any magical shields and the living metal it is made from will be able to take down any physical ones.

The price for a T1 Super Move is 600 OM, plus the 1 SP cost! Please add those into your description and resubmit the move.[/spoiler]
[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.
Tier one supermove (attack): godbreaker ammo, 600 OM and 1 SP to use

13 gets out a specialized clip that has been filled with warp enchanted ammo, It is a single bullet that won't have a fixed shape until fired. 13 must remove the clip that is in his rifle or take a bullet out of his revolver to be able to load it in. When it is loaded the bullet starts humming in a low tone which enemies will be able to hear up to 25 meters away. When it is shot it will normally take the shape of a rifle bullet, the warp energies inside of it will make it able to pierce any magical shields and the living metal it is made from will be able to take down any physical ones.
The soul of the Machine God surrounds thee. The power of the Machine God invests thee. The hate of the Machine God drives thee. The machine god endows thee with life. Live!

01001111 01110101 01110010 00100000 01110100 01110010 01110101 01110100 01101000 00100000 01101000 01100001 01110011 00100000 01100011 01101111 01101101 01100101 00100000 01101111 01101110 01101100 01101001 01101110 01100101
Move for an NPC character

Ruyi-Bang and Jingu-Bang (Requires Physical Strength and Ranged Proficiency) (900)

The weapon of Sun Wukong and easily recognizable as Shotgun Nunchucks. This weapon is first seen as a simple quarterstaff type of melee weapon, which later is shown to also be a pair of nunchucks that can shoot shotgun shells from both sides. In its Quaterstaff form, the shotgun cannot be used. The quarterstaff form is roughly 4' 6in long. The shotguns are used in 'lever-action mode' which requires the user to pull back the level on the bottom of the gun to fire a shot, then pull it forward to ready the next, making the use of bashing and blasting extremely easy on Ruyi and Jingu Bang. The range of the shotgun is fairly short, having effective spray at about 30ft. Each shotgun(four in total if you lost count) can hold six bullets, which need to be reloaded individually when emptied. This can take up to ten seconds without complication. If used in constant succession the damage can be devastating, but it is generally only good for a one time use given the reload takes too much time during a fight.
"I've been neglected, harassed, beaten, and diminished all my life. What motivates me to continue? The glory of proving people wrong. Being worth more than the numbing existence offered me. To be a hero." - Amber
Last part of this NPC movelist - promise. 

Shatter: Requires ranged attack proficiency, 4+ ATK (300 OM) 
This is Isolda's go-to attack. By pointing  - with either a single finger or her entire hand, the effect is the same either way - she can unleash a piercing bolt of faintly sepia-toned glowing supernatural force, roughly the size of a golf-ball. The move takes one second to charge, during which time the projectile grows from a pinprick to its full size, hovering at the end of her finger or within the palm of her hand, before flying in a straight line in the direction she's pointed it, traveling at the speed of a low-calibre bullet for up to one hundred meters. The bolt strikes with force similar to that of a real-world musket (or a superior firearm - ATK score). This attack isn't very draining to perform in and of itself, but due to some quirk of her power's esoteric nature, she can only use it eight times per encounter. Shatter can be used while moving, although Isolda's aim suffers for it, and cannot be used with other moves. 


Ethereal Discontinuity: Requires Telekinesis, area defense proficiency (300 OM)
If Isolda needs to protect herself, she holds out one of her hands and, taking a single second to focus, generates a ghostly shield. This barrier takes the form of a curved glasslike plane of sepia-toned haze, covering an irregular area roughly 1.5 meters square, and is capable of stopping or deflecting either four attacks with power (ATK plus considerations for opposing attack's charge time and such) equal to Isolda's DEF score, eight attacks with power less than her DEF score but greater than half of her DEF, or twelve attacks from a source whose power is less than half her DEF. If the ethereal discontinuity is struck by a source that exceeds her ability to defend by less than 50%, the barrier will evaporate but the attack will be neutralized. If the attack is stronger still, it will pass through unhindered, destroying the barrier in a crackle of green light and mildew-scented haze. This barrier is mildly tiring to create, like running a 100 meter dash, cannot be moved once it's been created, and Isolda has to focus on it to maintain it. She can travel while creating and maintaining this barrier, but cannot use other moves. 

Fluff: Things viewed through the haze of Isolda's shield always look subtly wrong - generally shabbier in small ways, with few exceptions.  


Rage of the Forgotten: Tier 2 power-up - 1500 OM  

By actively calling upon the ghosts she carries, drawing out their anger with her own, Isolda can drastically increase her potency.  

Fluff: When Isolda uses this power-up, she's surrounded by strange shadows and flickering transparent faces. Whatever locale she happens to be fighting in will also take on a subtly more sinister aspect (though this change is purely cosmetic). 

ATK: +5
DEF: +2
SPD: +2
TEC:+1
Chaos Blaster (900, requires Ranged, Remote Control and Ranged Materialize)
[Image: 5a4c1dd5317505822d81dfa61e159c98247d0a76_hq.jpg]

Asriel's left arm morphs into this blaster which takes 5 seconds to summon. This weapon is a highly ornate white metallic bazooka-like gun with many markings etched into it that is roughly 3 feet in diameter. It can alternate between shooting magic spheres, shurikens and rainbow lasers. He can instantly switch modes. He can re-aim the weapon once he fires it, except for when he fires shrikes.

The magic bullets have 3-inch radii and don’t drain his stamina. Their rate of fire is 3 per second. He can fire 4 lines of bullets that go in a 25° cone (12 bullets in total) The bullets go around the speed of a normal rifle bullet and go up to 25 feet. The drawback is that the bullets do little damage and that they are telegraphed by laser lines that Asriel uses to aim.

The rainbow laser is a magical blast of energy with a concussive force that is 3 feet in diameter. It travels as fast as an arrow, and will stop once it hits something or Asriel stops firing or Asriel is too tired and can't perpetuate the beam any longer. The longer the beam is fired, the more tired Asriel gets. He can't fire a laser again for two minutes. The beam requires some mental concentration to fire and he can’t move, attack or defend while firing it. It physically drains him the longer he fires it.

Asriel can also choose to fire out 25 magic shuriken-like stars one time per minute. They travel in a 45° cone angle and they're around the speed of a baseball. The range is 20 feet and they are fired for 10 seconds.

The drawbacks of the shurikens:
  • They each deal low-medium damage.
  • Asriel cannot cancel the attack, turn or move once he activates it.

Asriel can’t use this with other moves.
[Image: ar_sig_by_invagir-db61o55.png]
@ 13-Jzall:
[spoiler]
(08-11-2017, 06:11 AM)13-Jzall Wrote: Tier one supermove (attack): godbreaker ammo, 600 OM and 1 SP to use

13 gets out a specialized clip that has been filled with warp enchanted ammo, It is a single bullet that won't have a fixed shape until fired. 13 must remove the clip that is in his rifle or take a bullet out of his revolver to be able to load it in. When it is loaded the bullet starts humming in a low tone which enemies will be able to hear up to 25 meters away. When it is shot it will normally take the shape of a rifle bullet, the warp energies inside of it will make it able to pierce any magical shields and the living metal it is made from will be able to take down any physical ones.

Approved![/spoiler]

@ Amber Veritz:
[spoiler]
(08-11-2017, 12:46 PM)Amber Veritz Wrote: Move for an NPC character

Ruyi-Bang and Jingu-Bang (Requires Physical Strength and Ranged Proficiency) (900)

The weapon of Sun Wukong and easily recognizable as Shotgun Nunchucks. This weapon is first seen as a simple quarterstaff type of melee weapon, which later is shown to also be a pair of nunchucks that can shoot shotgun shells from both sides. In its Quaterstaff form, the shotgun cannot be used. The quarterstaff form is roughly 4' 6in long. The shotguns are used in 'lever-action mode' which requires the user to pull back the level on the bottom of the gun to fire a shot, then pull it forward to ready the next, making the use of bashing and blasting extremely easy on Ruyi and Jingu Bang. The range of the shotgun is fairly short, having effective spray at about 30ft. Each shotgun(four in total if you lost count) can hold six bullets, which need to be reloaded individually when emptied. This can take up to ten seconds without complication. If used in constant succession the damage can be devastating, but it is generally only good for a one time use given the reload takes too much time during a fight.

What is the range of the nunchucks, how are they generally used by this character?[/spoiler]

@ King Ghidorah:
[spoiler]
(08-11-2017, 01:10 PM)King Ghidorah Wrote: Last part of this NPC movelist - promise. 

Shatter: Requires ranged attack proficiency, 4+ ATK (300 OM) 
This is Isolda's go-to attack. By pointing  - with either a single finger or her entire hand, the effect is the same either way - she can unleash a piercing bolt of faintly sepia-toned glowing supernatural force, roughly the size of a golf-ball. The move takes one second to charge, during which time the projectile grows from a pinprick to its full size, hovering at the end of her finger or within the palm of her hand, before flying in a straight line in the direction she's pointed it, traveling at the speed of a low-calibre bullet for up to one hundred meters. The bolt strikes with force similar to that of a real-world musket (or a superior firearm - ATK score). This attack isn't very draining to perform in and of itself, but due to some quirk of her power's esoteric nature, she can only use it eight times per encounter. Shatter can be used while moving, although Isolda's aim suffers for it, and cannot be used with other moves. 

This needs some stronger drawbacks (or, like, any drawbacks at all)! I'd recommend a larger charge time if you want it to be at musket level.

Quote:Ethereal Discontinuity: Requires Telekinesis, area defense proficiency (300 OM)
If Isolda needs to protect herself, she holds out one of her hands and, taking a single second to focus, generates a ghostly shield. This barrier takes the form of a curved glasslike plane of sepia-toned haze, covering an irregular area roughly 1.5 meters square, and is capable of stopping or deflecting either four attacks with power (ATK plus considerations for opposing attack's charge time and such) equal to Isolda's DEF score, eight attacks with power less than her DEF score but greater than half of her DEF, or twelve attacks from a source whose power is less than half her DEF. If the ethereal discontinuity is struck by a source that exceeds her ability to defend by less than 50%, the barrier will evaporate but the attack will be neutralized. If the attack is stronger still, it will pass through unhindered, destroying the barrier in a crackle of green light and mildew-scented haze. This barrier is mildly tiring to create, like running a 100 meter dash, cannot be moved once it's been created, and Isolda has to focus on it to maintain it. She can travel while creating and maintaining this barrier, but cannot use other moves. 

Fluff: Things viewed through the haze of Isolda's shield always look subtly wrong - generally shabbier in small ways, with few exceptions.

Approved.

Quote:Rage of the Forgotten: Tier 2 power-up - 1500 OM  

By actively calling upon the ghosts she carries, drawing out their anger with her own, Isolda can drastically increase her potency.  

Fluff: When Isolda uses this power-up, she's surrounded by strange shadows and flickering transparent faces. Whatever locale she happens to be fighting in will also take on a subtly more sinister aspect (though this change is purely cosmetic). 

ATK: +5
DEF: +2
SPD: +2
TEC:+1

Approved![/spoiler]
[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.
*puts on his move re-balancin' hat* 
Quote:Shatter: Requires ranged attack proficiency, 4+ ATK (300 OM) 
This is Isolda's go-to attack. By pointing  - with either a single finger or her entire hand, the effect is the same either way - she can unleash a piercing bolt of faintly sepia-toned glowing supernatural force, roughly the size of a golf-ball. The move takes three seconds to charge, during which time the projectile grows from a pinprick to its full size, hovering at the end of her finger or within the palm of her hand, before flying in a straight line in the direction she's pointed it, traveling at the speed of a low-calibre bullet for up to one hundred meters. The bolt strikes with force similar to that of a real-world musket (or a superior firearm - ATK score). This attack is moderately difficult to perform, equivalent to running up a flight of stairs, and so can't be used more than two or three times in rapid succession. Shatter can be charged and used while moving, although Isolda's aim suffers for it, and cannot be used with other moves. The charge may be interrupted by a solid blow. 

Changes in bold.
(08-11-2017, 05:01 PM)King Ghidorah Wrote: *puts on his move re-balancin' hat* 
Quote:Shatter: Requires ranged attack proficiency, 4+ ATK (300 OM) 
This is Isolda's go-to attack. By pointing  - with either a single finger or her entire hand, the effect is the same either way - she can unleash a piercing bolt of faintly sepia-toned glowing supernatural force, roughly the size of a golf-ball. The move takes three seconds to charge, during which time the projectile grows from a pinprick to its full size, hovering at the end of her finger or within the palm of her hand, before flying in a straight line in the direction she's pointed it, traveling at the speed of a low-calibre bullet for up to one hundred meters. The bolt strikes with force similar to that of a real-world musket (or a superior firearm - ATK score). This attack is moderately difficult to perform, equivalent to running up a flight of stairs, and so can't be used more than two or three times in rapid succession. Shatter can be charged and used while moving, although Isolda's aim suffers for it, and cannot be used with other moves. The charge may be interrupted by a solid blow. 

Changes in bold.

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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