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Move Approval V
#41
@Mcginnis - The RP flavor, is the grappling something he could use to, say, pull someone toward him? Or is it an only out of battle thing?
#42
It's more of an out of battle thing, sort of like how Batman uses his grapnel guns to scale buildings/Spiderman would use his webbing to shoot from building to building. I don't plan on using it in combat with this move.
#43
(09-24-2017, 08:52 PM)Matthew Mcginnis Wrote:
Deadshot’s Wrist Guns (300 OM, Ranged Proficiency.)

The wrist guns that belonged to Dead Shot. These were recollected by Amanda Waller and issued by Matt. They have been recreated by him. They attach to his wrists like bracers, and are about similar length to an old school set of bracers. They have a range of 30 feet. Their accuracy is about 50% of the time likely to hit an opponent. They take about seven seconds to summon, at least initially. After that, he’d be able to summon them instantly. However, if he waits the seven seconds, the accuracy could be upped to 75%. Each shot of them does low damage. Takes about ten seconds for him to reload, after each use. Holds fifteen shots. The wrist guns are one of the first things that he'll have recreated. 

RP Flavor: They can also shoot a grapnel line for him to swing from building to building out of them.

The accuracy of the move would mostly be reliant on his skill with them vs his target's speed or whatever. Rather than giving a number (because like... 50% chance to hit them is ridiculously stupid, what if they are standing still? If he fires twice, does he miss one of the shots?), I would just say 'Though he isn't very accurate with them', or something like that.

"However, if he waits the seven seconds, the accuracy could be upped to 75%" - Probably just remove that, anyone can take the time to try and line up a shot to make it more accurate.

"The wrist guns are one of the first things that he'll have recreated." - Why is this included? It has nothing to do with how the move looks or works.
#44
Deadshot’s Wrist Guns (300 OM, Ranged Proficiency.)

The wrist guns that belonged to Dead Shot. These were recollected by Amanda Waller and issued by Matt. They have been recreated by him. They attach to his wrists like bracers, and are about similar length to an old school set of bracers. They have a range of 30 feet. He is highly accurate with these weapons. While they may only do low damage, the Wrist Guns only have fifteen bullets, per wrist gun. It takes him roughly four seconds to swap out the clips when he has ran out of bullets. This can fire three bullets per second. 

RP Fluff: They also can shoot grapnel hooks out of them, like a grapple hook.
#45
@Mcginnis - What is the fire rate?

@Guu - I'll take a look at return to sender in the morning (it is now 3:24am).
#46
Edited it in.
#47
(09-24-2017, 12:46 PM)Guu Wrote: Return to Sender (300) Ranged Proficiency, Remote Control Proficiency, Ranged Materialized Proficiency, Foresight, Enhanced Senses, Telekinesis
Using a complex mixture of Foresight, Telekinesis, and Enhances Senses, she can catch projectiles within the range of telekinesis and launch them back at their owner. She can catch up to five medium sized projectiles at a time (baseball to beach ball sized), or 25 small sized projectiles (bullet sized), but her aim upon firing them back gets way more wonky the more projectiles she grabs. When she’s at her limit, she can still attempt to slow down other projectiles, though with little to no success.
She can only fire back projectiles one at a time, 25 per second. Objects heavier than a cannonball would take a lot of strain to pull the move off with. Projectiles that explode on impact would fail to explode after using this move unless if Guu purchases Area Attack Proficiency.

How long can she hold the projectiles? How much damage do the projectiles do? How fast? Can it be used while moving? Also, thinking it might need Area Shield, though other mods could dispute me on this.
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#48
(09-25-2017, 04:49 PM)The Vision Wrote: How long can she hold the projectiles? How much damage do the projectiles do? How fast? Can it be used while moving? Also, thinking it might need Area Shield, though other mods could dispute me on this.

Return to Sender (300) Ranged Proficiency, Remote Control Proficiency, Ranged Materialized Proficiency, Foresight, Enhanced Senses, Telekinesis
Using a complex mixture of Foresight, Telekinesis, and Enhances Senses, she can catch projectiles within the range of telekinesis and launch them back at their owner. She can catch up to five medium sized projectiles at a time (baseball to beach ball sized), or 25 small sized projectiles (bullet sized), but her aim upon firing them back gets way more wonky the more projectiles she grabs. When she’s at her limit, she can still attempt to slow down other projectiles, though with little to no success.
She can only fire back projectiles one at a time (no all at once bombardment), and she can only fire back the projectiles up to or less than the speed they were initially fired. Same applies for damage.
Objects heavier than a cannonball would take a lot of strain to pull the move off with. Projectiles that explode on impact would fail to explode after using this move unless if Guu purchases Area Attack Proficiency.
Due to the focus required, she can’t move very fast while doing the move. Any attempts to move faster than the speed of a light walk would cause the move to fall, causing any projectiles she’s collected to plop harmlessly on the ground. The same will also happen if she holds onto a projectile for more than a second.

Hope that fixes it...
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#49
Quote:Taken this move to the drawing board again. 
#50
@Mcginnis - Deadshot's Wrist Guns Approved
#51
Bo-Staff/Fighting Sticks Hybrid (600 OM,  Physical Strength): 


1.4 m (4 ft 7 in) tall and 15 cm (5.9 in) circumference. (6 ft) tall and 1 in (25 mm) in diameter in the form of a staff is the length of the staff when it is in staff mode. This staff is made out of a dark gray metal. When the staff is split apart into Escrima Stick mode it is 26" to 28".long. The staff is good for melee, as are the Eschrima Sticks. They're made for non-lethal, and have no hidden blades, or anything. This is moderately draining on his stamina to use, and takes him eight seconds to materialize, initially. Afterward, he can summon it whenever he wants without any effort whatsoever. 


Feint Punch: (300 OM, Physical Strength)

Feint Punch is an attack that is moderately draining on Matthew's stamina. This move involves a punch aimed at the head, but that is a feint. The real blow is aimed at the stomach of his opponent, and hits at speeds of 25 MPH. This does moderate damage, and takes him 8 seconds in order to perform this move successfully. 

Head Drum Solo (300 OM, Physical Strength): 

Head Drum Solo is a technique that he can only do when he gets close to his opponents. Taking out his Escrima sticks, he'll get close to his opponents, and use their heads as a drum. Each strike will do low damage, and it has 14 strikes on their head. 45 Second Cool down when it has been used, takes him ten seconds to do. It is moderately draining on his stamina. 

Head Scissor Smash Down (300 OM, Physical Strength): 

First,  Matthew will attempt to get his opponent into a set of head scissors. Should this succeed, he will smash their skull into the ground. The head scissors doesn't do any damage, but the smash does medium damage. Takes him about 20 seconds to use, 45 second cool down. The Head Scissor Smash Down is one of the CQC techniques that Matthew learned from his time in Cadmus. It's moderately draining on his stamina. 

Energy Blast Attachment  (300 OM,  Ranged Proficiency): 

A modification that can be installed on the Wrist Guns, so as to change them from bullets to energy beams. While this may reduce the ammunition to seven shots, before the power pack must be changed out, it ups the damage to moderate with each shot. This takes him about 5 seconds to swap. Should he run out of shots, or miss every time, it takes him about 7 seconds to recharge. This is moderately draining on his stamina, and has a range of 45 feet, compared to the others. 
#52
(Summer gave me permission to rip off his move)

Break a Leg (300): Requires: Physical Proficiency

By channelling his mana through one of his limbs, Dane can unleash an incredibly powerful strike. Charging this takes around three seconds, which he can do while moving, but attacking or getting hit breaks his concentration, and must be used the moment it’s ready. Once charged, Dane can execute a punch, kick, or any melee weapon attack. If the attack connects, the stored mana hits with enough force to send opponents flying back a few meters. The extreme strength comes at a cost, however. A successful punch fractures the bones in Dane's hand, and possibly his arm as well if he’s unlucky, while a successful kick fractures or possibly even outright breaks his leg. When using a weapon, while it typically won't get damaged by doing this (unless it's more fragile, like an incidental one), the limb(s) Dane used to hold it will suffer. In essence: same effect, just a different execution. Though he can continue to strike even after he’s broken many bones, overdoing it with the same limb causes larger breaks, and eventually an unplanned amputation. This doesn't use much mana, so Dane is simply left wounded and winded after use.
#53
Self-Controlled (300)
If Hijiri is ever affected by a Debuff which would cause him to act in a way he would not want (e.g. run away), he may choose to take two seconds to calm his thoughts. Doing so will allow him to retain control of his own mind, negating the effect that the Debuff would have had on him. Using this requires his complete focus, so he cannot move at all whilst doing so. This move tires him based on his and his opponent's TEC Stats (e.g. if their TEC is double his then blocking a move will tire him twice as much as they were tired using it).
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#54
Alt Form (2) - Alexus Krine [2000OM]
1/5/2/3

The aspect of emotion is a prominent feature of Dawn’s. It seems the demon form inside her continues to manifest and create odd types of personas of people. Dawn resembles her inner Despair and Sorrow; Erika has manifested Dawn’s Anger and Rage into a horrible blonde entity; and now, Alexus has softened and sewn out the repressed Happiness and Joy her life has brought her. Albeit a horribly small amount of happiness. The speed it take Dawn or Erika to change to Alexus depends on the body who is currently in control. Dawn will be faster, while Erika will be much slower.

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Warding Shield - 300
-Physical Strength

Alexus manifests a magical field in her hand in the shape of a shield. It glows faintly of red and light blue coalescence. This is a simple move used to block attacks. It’s basically a shield.

Flare - 600
-Ranged Proficiency

Flare is the simple use of fire. Alexus prefers the use of magic, but all forms can use this magical power. It can come out in two different forms: Through a bolt, or as a flamethrower spray.

The first use of flare comes out as a bolt. This is a flaming ball of fire that can reach up to 750F(~400C). It can fly for about 15 seconds before it dissolves into the air up to 50m. The fire is launched from the user's hand after charging it for up to 5 seconds, but it is ready after 2 seconds.

The flamethrower has a much shorter range. It shoots a straight line of fire forward from the user's palm up to 2m. It is charged for two seconds before it can be ignited. Once ignited, it can be blown for about for 10 seconds straight until the user stops. If stopped prematurely, it must be recharged to use again. The user can move at half speed while casting both versions of the spell.

Searing Aura - 300
-Ranged Proficiency, Area Attack

Fire is a girl's best friend...right? An aura of fire surrounds Alexus(the only form capable of using this magic) that harms anyone who gets too close to her. After charging for 5 seconds, Alexus releases a cloak of searing flames around her body that gradually burns anything around her for up to 60 seconds. After performing the cast of the spell, Alexus can move freely, but she must hold completely still and focus entirely on her spell without interruption or else it will fail. The range on this attack is a five foot radius centered on Alexus for the duration.
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#55
@McGinnis, after these you can't get any more Moves approved until you buy some.
[spoiler]
I rewrote confusing wording for you and put it in bold.
Quote:Bo-Staff/Fighting Sticks Hybrid (600 OM, Physical Strength):

1.4 m (4 ft 7 in) tall and 15 cm (5.9 in) circumference. When in staff mode, it is 1.8 m (6 ft) tall and 25 mm (1 in) in diameter. This staff is made out of a dark gray metal. When the staff is split apart into Escrima Stick mode it is 26" to 28" long. The staff is good for melee, as are the Eschrima Sticks. They're made for non-lethal, and have no hidden blades, or anything. This is moderately draining on his stamina to use, and takes him eight seconds to materialize, initially. Afterward, he can summon it whenever he wants without any effort whatsoever.
First of all, I don't know what the first dimensions refer to, but if it's a pole like I suspect, that means it has a radius of almost 2 inches. That's a pretty thick staff, and also contradictory to what you say later. Secondly, can't tell what the difference is mechanically between the two modes (besides length). How much damage does each mode do? Do they have different ranges? Also, I'd say that you can't ever summon weapons whenever you want. If you find an example otherwise, maybe, but I'm gonna say tone down the effort and time, but make it so every time he has to summon a new set it takes the same amount of effort and time.

Quote:Feint Punch: (300 OM, Physical Strength)

Feint Punch is an attack that is moderately draining on Matthew's stamina. This move involves a punch aimed at the head, but that is a feint. The real blow is aimed at the stomach of his opponent, and hits at speeds of 25 MPH. This does moderate damage, and takes him 8 seconds in order to perform this move successfully.

This doesn't seem like it needs a Move. But, if you want, let me take a crack at it. As it stands, it sounds like you can just do this over and over. I'm gonna show you a similar move by Humble Sage: http://omniverse-rpg.com/showthread.php?...#pid109418. I don't know if it needs to be that complicated but do you see how he mentions how the target could sorta beat the feint? But like I said, this doesn't necessarily need to be a Move in the first place.

Quote:Head Drum Solo (300 OM, Physical Strength):

Head Drum Solo is a technique that he can only do when he gets close to his opponents. Taking out his Escrima sticks, he'll get close to his opponents, and use their heads as a drum. Each strike will do low damage, and it has 14 strikes on their head. 45 Second Cool down when it has been used, takes him ten seconds to do. It is moderately draining on his stamina.

Can he use other Moves? I assume he can't move too much, but you should say that too. Can this be interrupted? Also, since cooldowns are generally considered not good enough drawbacks, you should put in a different drawback. Although, creds for the funniest concept I've had this month.

Quote:Head Scissor Smash Down (300 OM, Physical Strength):

First, Matthew will attempt to get his opponent into a set of head scissors. Should this succeed, he will smash their skull into the ground. The head scissors doesn't do any damage, but the smash does medium damage. Takes him about 20 seconds to use, 45 second cool down. The Head Scissor Smash Down is one of the CQC techniques that Matthew learned from his time in Cadmus. It's moderately draining on his stamina.

Again, cooldowns not that drawback-y. In other news, I'd say the attempt to get into head scissors should take some effort/time by itself, since it can fail. Furthermore, 20 seconds is a LONG time. By the way, how long can he stay in that head-scissors thing? And can it be interrupted once he's up there?

Quote:Energy Blast Attachment (300 OM, Ranged Proficiency):

A modification that can be installed on the Wrist Guns, so as to change them from bullets to energy beams. While this may reduce the ammunition to seven shots, before the power pack must be changed out, it ups the damage to moderate with each shot. This takes him about 5 seconds to swap between energy and regular. Should he run out of shots, it takes him about 7 seconds to recharge. This is moderately draining on his stamina, and has a range of 45 feet, compared to the others.

Approve-aroni.[/spoiler]

@Dane Regan:
[spoiler]
Quote:Break a Leg (300): Requires: Physical Proficiency

By channelling his mana through one of his limbs, Dane can unleash an incredibly powerful strike. Charging this takes around three seconds, which he can do while moving, but attacking or getting hit breaks his concentration, and must be used the moment it’s ready. Once charged, Dane can execute a punch, kick, or any melee weapon attack. If the attack connects, the stored mana hits with enough force to send opponents flying back a few meters. The extreme strength comes at a cost, however. A successful punch fractures the bones in Dane's hand, and possibly his arm as well if he’s unlucky, while a successful kick fractures or possibly even outright breaks his leg. When using a weapon, while it typically won't get damaged by doing this (unless it's more fragile, like an incidental one), the limb(s) Dane used to hold it will suffer. In essence: same effect, just a different execution. Though he can continue to strike even after he’s broken many bones, overdoing it with the same limb causes larger breaks, and eventually an unplanned amputation. This doesn't use much mana, so Dane is simply left wounded and winded after use.
Approve-aroni.[/spoiler]

@Hijiri, I or another mod will get to you in a bit.

@Dawn:
[spoiler]
(09-29-2017, 05:59 AM)Dawnika Snow Wrote: Alt Form (2) - Alexus Krine [2000OM]
1/5/2/3

The aspect of emotion is a prominent feature of Dawn’s. It seems the demon form inside her continues to manifest and create odd types of personas of people. Dawn resembles her inner Despair and Sorrow; Erika has manifested Dawn’s Anger and Rage into a horrible blonde entity; and now, Alexus has softened and sewn out the repressed Happiness and Joy her life has brought her. Albeit a horribly small amount of happiness. The speed it take Dawn or Erika to change to Alexus depends on the body who is currently in control. Dawn will be faster, while Erika will be much slower.

[Image: tAG_34005.jpg]

Warding Shield - 300
-Physical Strength

Alexus manifests a magical field in her hand in the shape of a shield. It glows faintly of red and light blue coalescence. This is a simple move used to block attacks. It’s basically a shield.

Flare - 600
-Ranged Proficiency

Flare is the simple use of fire. Alexus prefers the use of magic, but all forms can use this magical power. It can come out in two different forms: Through a bolt, or as a flamethrower spray.

The first use of flare comes out as a bolt. This is a flaming ball of fire that can reach up to 750F(~400C). It can fly for about 15 seconds before it dissolves into the air up to 50m. The fire is launched from the user's hand after charging it for up to 5 seconds, but it is ready after 2 seconds.

The flamethrower has a much shorter range. It shoots a straight line of fire forward from the user's palm up to 2m. It is charged for two seconds before it can be ignited. Once ignited, it can be blown for about for 10 seconds straight until the user stops. If stopped prematurely, it must be recharged to use again. The user can move at half speed while casting both versions of the spell.

Searing Aura - 300
-Ranged Proficiency, Area Attack

Fire is a girl's best friend...right? An aura of fire surrounds Alexus(the only form capable of using this magic) that harms anyone who gets too close to her. After charging for 5 seconds, Alexus releases a cloak of searing flames around her body that gradually burns anything around her for up to 60 seconds. After performing the cast of the spell, Alexus can move freely, but she must hold completely still and focus entirely on her spell without interruption or else it will fail. The range on this attack is a five foot radius centered on Alexus for the duration.

Alexus Krine: Alright.

Warding Shield: How much effort does it take? How long can she hold the shield? How big? How much damage can it absorb?

Flare: I'll need effort for both versions. How much damage does each version do? Also, for the fireball, if it does more damage the more you charge it, you should know that's another use, bringing the price up to 900. I'm gonna assume that's just a "I can hold onto this for this long".

Searing Aura: Doesn't need Ranged. How much damage? Can she use other Moves? If so, then I think you should lower the amount of time you can maintain it, down to even 30 seconds.[/spoiler]
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#56
(09-29-2017, 05:59 AM)Dawnika Snow Wrote: Alt Form (2) - Alexus Krine [2000OM]
1/5/2/3

The aspect of emotion is a prominent feature of Dawn’s. It seems the demon form inside her continues to manifest and create odd types of personas of people. Dawn resembles her inner Despair and Sorrow; Erika has manifested Dawn’s Anger and Rage into a horrible blonde entity; and now, Alexus has softened and sewn out the repressed Happiness and Joy her life has brought her. Albeit a horribly small amount of happiness. The speed it take Dawn or Erika to change to Alexus depends on the body who is currently in control. Dawn will be faster, while Erika will be much slower.

[Image: tAG_34005.jpg]

Warding Shield - 300
-Physical Strength

Alexus manifests a magical field in her hand in the shape of a shield. It glows faintly of red and light blue coalescence. She can hold this shield easily for a couple seconds before it gets taxing, and it can absorb hits rather well, as well as any shield. It takes only 1 second to summon fully. It covers about 1m of area in a radius centered around the Alexus' forearm. This is a simple move used to block attacks. It’s basically a shield.

Flare - 900
-Ranged Proficiency

Flare is the simple use of fire. Alexus prefers the use of magic, but all forms can use this magical power. It can come out in two different forms: Through a bolt, or as a flamethrower spray.

The first use of flare comes out as a bolt. This is a flaming ball of fire that can reach up to 750F(~400C). The much more concentrated fire can severely burn those who get in the way. It can fly for about 15 seconds before it dissolves into the air up to 50m. The fire is launched from the user's hand after charging it for up to 5 seconds, but it is ready after 2 seconds. When reaching the fifth second of charging, the fire bolt is at full power and can cause third-degree burns to those of equal defense to the user's attack.(2atk vs 2def). Excessive use of the bolt form can cause the user's to become worn down, and leave them vulnerable through fatigue. If the attack is held for more the five seconds after it's max charge, it will explode in the user's hand, causing harm to themselves.

The flamethrower has a much shorter range. It shoots a straight line of fire forward from the user's palm up to 2m. It is charged for two seconds before it can be ignited. Once ignited, it can be blown for about for 10 seconds straight until the user stops. If stopped prematurely, it must be recharged to use again. The user can move at half speed while casting both versions of the spell. The flames aren't as intense as that of the fire bolt, but it can be used more freely, which means it takes less energy to preform.

Searing Aura - 300
-Area Attack

Fire is a girl's best friend...right? An aura of fire surrounds Alexus(the only form capable of using this magic) that lightly harms anyone who gets too close to her. Those who get too close can suffer slight burns after some time near the aura. After charging for 5 seconds, Alexus releases a cloak of searing flames around her body that gradually burns anything around her for up to 30 seconds. After performing the cast of the spell, Alexus can move freely, but she must hold completely still and focus entirely on her spell without interruption or else it will fail. The range on this attack is a five foot radius centered on Alexus for the duration and can use other moves while it's active.

Changes made in BOLD AND BRASH.
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#57
(09-29-2017, 08:21 AM)Matthew Mcginnis Wrote: Alright, commencing move write up. Also purchased the Energy Blast Attachment.  Here's my attempted rewrite of the Bo-Staff, and the Head Drum Solo. 

Bo-Staff/Fighting Sticks Hybrid (600 OM,  Physical Strength): 

The Bo Staff Length is 1.4 m (4 ft 7 in) tall and 15 cm (5.9 in) circumference. (6 ft) tall and 1 in (25 mm) in diameter in the form of a staff is the length of the staff when it is in staff mode. This staff is made out of a dark gray metal. When the staff is split apart into Escrima Stick mode it is 26" to 28".long. The staff is good for melee, as are the Eschrima Sticks. They're made for non-lethal, and have no hidden blades, or anything. This is moderately draining on his stamina to use, and takes him eight seconds to materialize, initially. Afterward, he can summon it whenever he wants without any effort whatsoever. 

The damage of the Bo Staff is moderate, at best. The damage of the Escrima sticks is heavy.  Switching between them takes about eight seconds. While the bo staff has the reach of a long sword, the Escrima are made so that they don't have a very long reach, and thus could not be used to effectively counter a sword, or similar weapon. The Bo Staff/Fighting Stick Hybrid is also made out of metal, meaning those with magnetic moves could nullify these devices, should the need arise to do so. 

Head Drum Solo (300 OM, Physical Strength): 

A move that requires his complete and total focus,  preventing the use of any other moves when it is deployed. For this to work, he must first be very close to where his opponent is positioned as well. The move can be thwarted by simply side-stepping, or running away, or grabbing his hands. The move requires both of his hands, and takes a moderate amount of his stamina. What this move entails is turning his opponent's head into a drum with his Escrima Sticks, and doing about 14 strikes on the head, each of them doing moderate damage although it will add up. This takes him about eight seconds to set up, and 5 seconds to perform. Usually this move is used best when his opponents are somehow immobilized, as they would be unable to dodge/block it. However, it can be used when they are not, at the risk of being countered.

Feint Punch: (300 OM, Physical Strength)


Feint Punch is a move that can be stopped by anyone who can read his body language. In addition, if the opponent has both of their hands free they could likely easily counter this move. Furthermore, the Feint Punch could be blocked by anyone with a shield, or barrier move of any kind. Feint Punch is a move also capable of being blocked or disabled by anyone with Debuff moves that could immobilize the hands. 

Feint Punch is a move that requires both of Matthew's hands in order to utilize. This means he cannot use other moves when he is using Feint Punch. It requires his full concentration, much like Head Drum Solo does. It takes him about 7 seconds to execute the Feint Punch, and drains a moderate amount of his stamina when it is used. 

The actual execution of Feint Punch is rather simple. One of his punches will be aimed at the opponent's head, but that is the distraction. The real blow is aimed at the stomach of the opponent, headed at speeds of 25 MPH. This will only deal moderate damage, however. 


Head Scissor Smash Down (300 OM, Physical Strength): 


Head Scissor Smash Down is a move that requires his complete concentration. What this means is that he cannot use other moves. The Head Scissor Smash Down requires the use of both of his legs, thus preventing evasion or dodging. In addition, he must be close to his opponent in order to execute the move. Another proviso of the move is that he must have his hands free, so he can't wield anything. The Head Scissor Smash Down is a technique that was based off of wrestling. The move could be interrupted by attacking him mid move. 

Head Scissor Smash Down involves him wrapping his legs around an opponent's neck, much like scissors. Once he has successfully done this, he will slam his opponent into the ground, dealing heavy damage to them. 
#58
Elementsl Shot: A shot made of pure energy around 6-7 inches in diameter with an effective range of about 2.5 m. It is shot from Des's arm cannon (or his right hand if in human form), can be shot while moving but gives -0.5 speed form the first to last shot. Vissualy simmiler to a kamahamaha wave, except without the tail and chages colors depending on the dominent element in the area (technically doesn't effect the shot becurse of what is treated as "fluff information" in the omniverse but does change the elemental allightment of shot). Can be aimed while standing still and can shot 1 shot per second for 3 secs, requires 1 second charging time between rounds. Moves slightly slower then a bullet. Only requires focus when aiming and drains stamina slightly, effects become noticeable after 6 rounds.

Just a quick simple update I've been meaning to do since I first got my alt form. Additions in bold.
[Image: Darkdata.png]

Yuuka KazamiBig Grines is like that one meme like... "How many levels of Omniverse are you on?"

Revan Noctis : Desman what are you currently doing in the omniverse?
Desman Black: I'm faking an engagement to a sex deamon to stop two samurai I accidently summoned whipping them in half, while also trying to stop them from doing the same thing to my best freind who is currently having relations with said deamon, and wh has now accidently summoned his previous girlfreind. So you know... normal stuff
#59
Throwing this in because I'm inches away from 4.
Is upgrading possible? Like, paying the difference (200 OM in this case), and having the T2 version of this attack but no T1 version of it?

T2 Super Utility: It's Lunatic Time! (Req. Lampad's Torch, Ranged, Area Attack, Buff) (800):
Clownpiece sweeps her torch in front of her, casting its purple glow over her allies. The light inspires a madness that brings out their true strength, granting +8 ATK for 1 post, spread out through up to 8 allies in the manner of her choosing. In order for an ally to be buffed, they must be within 20 meters of her, and be able to see the light, even if it's just out of their peripherals.
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
#60
(Ignore this post)
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