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Move Approval V
(05-01-2018, 11:24 PM)Shantotto Wrote: Cloak of midnight: 300 OM (Ranged Proficiency / Debuff proficiency / Area attack /ranged materialize ) Shantotto focuses her magic for four seconds to create a ring around someone with a diameter of 15 feet. This ring is static and does not move. A wall of jet black magic shoots up 25 feet along the ring obscuring anything inside the ring from view. This ring lasts for an initial time of ten seconds. during which Shantotto can only walk and use her stardust rod. Any friend or foe passing through the wall is would feel nausea and slight weakness similar to if one had the flu. This effect last for 5 seconds. Living things are blinded for three seconds after passing through the wall. This spell has a 45 foot range.

This spell does no damage.

The initial charge of four seconds takes a moderate amount of mana to use and it drains Shantotto as if she performed a 50m dash.

I changed the two bolded words for you. The first was to keep the diameter constant (if you want to have variable diameters, then that'd be another 300 OM). The second was because you wrote ten instead of four (since at the start of the move you said the charge time was four seconds, not ten). If you're okay with these small tweaks: approved.
,thanks forgot to triple check the small things
Rewriting my move per instructions here. Just need a senior staffer's tick.

Taiyoken (Solar Flare) (Tier 1 Super Utility) (Area Attack, Debuff) (600) - Cell spreads his fingers and raises his hands to either side of his face. After three seconds, Cell yells the attack's name (Taiyoken!) and a blaring white light engulfs the area around him for 100 metres, where Cell is the centre point (ie. 50 metres in all directions from Cell's position). Anyone in the vicinity is blinded by the light, causing moderate eye discomfort. This attack even works for those who might close their eyes if they know what's coming, but it can be blocked for an individual if they use a Super Defence. The blinding effects last for twenty seconds.
[Image: gdc0h.gif]
Dark Side Shielding --  T2 Super Defense 

While in the Underverse Trixie regained the majority of her force abilities. One in particular was Close Quarters Shielding; it would go on to be invaluable in her fight against Quartermaster Jorgan. Dark Side Shielding is a response to a greater need and is a more taxing and stationary version of it. By focusing a large quantity of force energy in the direction of her outstretched hand the Sith Warrior can put up an effective body wide shield that stops cold whatever is heading her way. Because of the large amount of dark side energy required to perform such a task the move is very draining and leaves the Mistress winded every time. Her visage changes as the shield forms. Spiderweb black lines immediately form on her face along her veins with her eyes turning as black as deep space. She bellows out with a force powered scream that effectively changes her voice to sound similar to a banshee, extending an open palm in the direction she's defending to trigger the attack. The shield is always positioned at the end of her extended hand. 
[Image: trixiesig2018.png]
Always Outnumbered, Never Outgunned
Moves not responded to (because I can't approve new
super utilities, or own moves)
>Cell's T1 utility.
>Yu Kanda's T1 utility.
>Handsome Jack's acid T1 utility.
>Some of Clownpiece's NPC moves (a couple of pages back).
>My moves (posted with my Viola account)

(05-02-2018, 05:06 AM)Trixie Wrote: Dark Side Shielding --  T2 Super Defense 

While in the Underverse Trixie regained the majority of her force abilities. One in particular was Close Quarters Shielding; it would go on to be invaluable in her fight against Quartermaster Jorgan. Dark Side Shielding is a response to a greater need and is a more taxing and stationary version of it. By focusing a large quantity of force energy in the direction of her outstretched hand the Sith Warrior can put up an effective body wide shield that stops cold whatever is heading her way. Because of the large amount of dark side energy required to perform such a task the move is very draining and leaves the Mistress winded every time. Her visage changes as the shield forms. Spiderweb black lines immediately form on her face along her veins with her eyes turning as black as deep space. She bellows out with a force powered scream that effectively changes her voice to sound similar to a banshee, extending an open palm in the direction she's defending to trigger the attack. The shield is always positioned at the end of her extended hand. 

How big is the shield? If it's larger than 3ft in diameter, you'll need area defense proficiency. Also, remember to add the cost of 800 OM to the top of the move.
(05-02-2018, 09:44 AM)Dane Regan Wrote: Moves not responded to (because I can't approve new
super utilities, or own moves)
>Cell's T1 utility.
>Yu Kanda's T1 utility.
>Handsome Jack's acid T1 utility.
>Some of Clownpiece's NPC moves (a couple of pages back).
>My moves (posted with my Viola account)

(05-02-2018, 05:06 AM)Trixie Wrote: Dark Side Shielding --  T2 Super Defense 

While in the Underverse Trixie regained the majority of her force abilities. One in particular was Close Quarters Shielding; it would go on to be invaluable in her fight against Quartermaster Jorgan. Dark Side Shielding is a response to a greater need and is a more taxing and stationary version of it. By focusing a large quantity of force energy in the direction of her outstretched hand the Sith Warrior can put up an effective body wide shield that stops cold whatever is heading her way. Because of the large amount of dark side energy required to perform such a task the move is very draining and leaves the Mistress winded every time. Her visage changes as the shield forms. Spiderweb black lines immediately form on her face along her veins with her eyes turning as black as deep space. She bellows out with a force powered scream that effectively changes her voice to sound similar to a banshee, extending an open palm in the direction she's defending to trigger the attack. The shield is always positioned at the end of her extended hand. 

How big is the shield? If it's larger than 3ft in diameter, you'll need area defense proficiency. Also, remember to add the cost of 800 OM to the top of the move.

It isn't larger. The main power isnt the shield size, its the ability to stop things. So while the shield may have a 2 foot radius, it'll stop most things. Make sense?
[Image: trixiesig2018.png]
Always Outnumbered, Never Outgunned
@Trixie: Yeah. That's fine. You just need the specific number for description purposes. So if you specify the size in the move, you're good.
Will do. Thanks.
[Image: trixiesig2018.png]
Always Outnumbered, Never Outgunned
All For One - 300 OM - Buff, Mimic

Serraph may "teach" a single move he knows to someone else via three seconds of physical contact. This includes any move he has learned from Mimic. Anyone he teaches will only have access to the move for a half-hour in character. If the hour-limit on a Mimicked move runs out, anyone he has taught the copied move will also no longer be able to use it. 

If the person he is teaching doesn't have the required proficiency or powers to learn the move, they will temporarily gain them in relation to the move, and the move alone. If he teaches a move that requires "Flight" they will be able to fly only when actively using the taught move. He can only give one move per person. If someone is already using a move that was given to them by All For One, and Serraph uses All For One on them again, the first move will be erased from that person and replaced with the new move. 

It is only really comfortable or safe to use All For One once every half-hour, but he is able to use it more often than that. When he performs All For One, he feels sick. Performing it in rapid succession will have the effect of making this feeling of sickness increase, after five uses within ten minutes, he will become dizzy and unable to walk. If he uses it ten times within ten minutes he will become physically ill, prone to spitting up blood, and intensely dizzy, unable to move. Using it twenty times within ten minutes will cause him to lose consciousness for at least eight hours, or if already wounded, die. 

 I perma-bought via mimic this a while back in this thread from All Might's NPC Prime, "Teacher" It was brought to my attention I should run it through approval, didn't know that. I do apologize, but if there is any question to the validity of when I bought this move, here is my purchase log for that day.
I changed the names in that particular move. Nothing else is changed.
"Mine eyes hath seen the glory of the presence of my Lord. He is sifting through the treasures in which his Gates of Wrath does store. He lets loose the righteous vengeance of his terrible swift swords. Gilgemesh has returned!"
(05-02-2018, 06:03 PM)Serraph Quarrere Wrote: All For One - 300 OM - Buff, Mimic
[spoiler]
Serraph may "teach" a single move he knows to someone else via three seconds of physical contact. This includes any move he has learned from Mimic. Anyone he teaches will only have access to the move for a half-hour in character. If the hour-limit on a Mimicked move runs out, anyone he has taught the copied move will also no longer be able to use it. 

If the person he is teaching doesn't have the required proficiency or powers to learn the move, they will temporarily gain them in relation to the move, and the move alone. If he teaches a move that requires "Flight" they will be able to fly only when actively using the taught move. He can only give one move per person. If someone is already using a move that was given to them by All For One, and Serraph uses All For One on them again, the first move will be erased from that person and replaced with the new move. 

It is only really comfortable or safe to use All For One once every half-hour, but he is able to use it more often than that. When he performs All For One, he feels sick. Performing it in rapid succession will have the effect of making this feeling of sickness increase, after five uses within ten minutes, he will become dizzy and unable to walk. If he uses it ten times within ten minutes he will become physically ill, prone to spitting up blood, and intensely dizzy, unable to move. Using it twenty times within ten minutes will cause him to lose consciousness for at least eight hours, or if already wounded, die. 

 I perma-bought via mimic this a while back in this thread from All Might's NPC Prime, "Teacher" It was brought to my attention I should run it through approval, didn't know that. I do apologize, but if there is any question to the validity of when I bought this move, here is my purchase log for that day.
I changed the names in that particular move. Nothing else is changed.[/spoiler]

You're good. The only problem with your log was that an approval to the move isn't linked there. You can't just link a character and say "I'm buying their move". You've gotta link the approval link. That said, I assume the original move was approved in the NPC workshop and thus there wasn't a link for you to use - so at the time you should have just copy pasted it over here and asked for someone to give you the thumbs up so you could have an official approval link.

Anyway, just make a post in your log linking to this post here as that moves approval (even though you've already bought it).

Edit: This move needs a note added saying it can't teach super moves.
The Dark Energon Dagger (Physical Strength, Ranged, Master Acrobat 600): 
The Dark Energon Dagger is a weapon that Unicron created out of Dark Energon. A short weapon with a 15 inch blade
 that had a gray, and purple wrapped leather handle. The blade is made out of stone, and Dark Energon.  This dagger takes him about 3 seconds to manifest. It can clash with the likes of Lightsabers, and similar. However, that is not the only trick that Unicron has up Rafael's sleeve with this. See, these daggers are made to be lighter weight than the sword that Rafael normally wields, and thus more quickly able to be used at the cost of being weaker. Two of them are hidden up each of his sleeves, and one in his boots, as well. Two are belted at his waist. They can be used as throwing weapons, and travel at the speed of a dodge ball. At present he can have 30 daggers in existence at any time. The Dark Energon Dagger can be used with acrobatic moves, allowing him a wide range of tactics. 
(05-02-2018, 07:32 PM)Rafael Esquivel Wrote: The Dark Energon Dagger (Physical Strength, Ranged, Master Acrobat 600): 
The Dark Energon Dagger is a weapon that Unicron created out of Dark Energon. A short weapon with a 15 inch blade
 that had a gray, and purple wrapped leather handle. The blade is made out of stone, and Dark Energon.  This dagger takes him about 3 seconds to manifest. It can clash with the likes of Lightsabers, and similar. However, that is not the only trick that Unicron has up Rafael's sleeve with this. See, these daggers are made to be lighter weight than the sword that Rafael normally wields, and thus more quickly able to be used at the cost of being weaker. Two of them are hidden up each of his sleeves, and one in his boots, as well. Two are belted at his waist. They can be used as throwing weapons, and travel at the speed of a dodge ball. At present he can have 30 daggers in existence at any time. The Dark Energon Dagger can be used with acrobatic moves, allowing him a wide range of tactics. 

You don't really need master acrobat for this. It's a weapon. It's implied you can use it while jumping about. Anyway: approved.
(03-30-2018, 08:44 PM)Dane Regan Wrote:
(03-30-2018, 08:12 PM)Serraph Quarrere Wrote: It doesn't dodge anything or weave around anything. If Serraph sees a target, he fires the cero in the direction of the target. The ziggity zaggity motion of the blast is merely for flavor and isn't quite enough to outright dodge anything in its way. I apologize if this is misleading and I'll try and reword this if you suggest this! ^-^

Nah, I think I was just having a silly moment there. You're good. It does clearly say "straight line". I just misread the bit at the end (for some reason, I thought "at anything within line of sight" meant it hit everything within line of sight, when it obviously doesn't. Sorry dude. That said, maybe it would be best to add in a little bit just in case. Like this:

Suggestion Wrote:T1 Super Attack: Cero (Requires: Ranged Proficiency, Area Proficiency, 600 OM): A glowing crimson light emanates from Serraph's form coalescing and concentrating on a single point on Serraph's body or his Zanpakuto. This mass of blood red spiritual energy collects in a sphere and implodes upon itself during the charging process, which takes four seconds, before bursting forward in a straight line towards its target. The structure of the attack is not a smooth beam of energy but an erratic, jaggedly moving, 4 foot wide, blast similar to the common idea of a bolt of lightning's appearance. The zig-zagging motion of the blast isn't quite enough to outright dodge anything in its way. The blast itself moves at an average speed of about 85 mph and can be aimed at anything within line of sight.

^You can consider this to be approved, and just quote this post if you want. Or go ahead and rephrase that.

(05-02-2018, 07:12 PM)Dane Regan Wrote:
(05-02-2018, 06:03 PM)Serraph Quarrere Wrote: All For One - 300 OM - Buff, Mimic
[spoiler]
Serraph may "teach" a single move he knows to someone else via three seconds of physical contact. This includes any move he has learned from Mimic. Anyone he teaches will only have access to the move for a half-hour in character. If the hour-limit on a Mimicked move runs out, anyone he has taught the copied move will also no longer be able to use it. 

If the person he is teaching doesn't have the required proficiency or powers to learn the move, they will temporarily gain them in relation to the move, and the move alone. If he teaches a move that requires "Flight" they will be able to fly only when actively using the taught move. He can only give one move per person. If someone is already using a move that was given to them by All For One, and Serraph uses All For One on them again, the first move will be erased from that person and replaced with the new move. 

It is only really comfortable or safe to use All For One once every half-hour, but he is able to use it more often than that. When he performs All For One, he feels sick. Performing it in rapid succession will have the effect of making this feeling of sickness increase, after five uses within ten minutes, he will become dizzy and unable to walk. If he uses it ten times within ten minutes he will become physically ill, prone to spitting up blood, and intensely dizzy, unable to move. Using it twenty times within ten minutes will cause him to lose consciousness for at least eight hours, or if already wounded, die. 

 I perma-bought via mimic this a while back in this thread from All Might's NPC Prime, "Teacher" It was brought to my attention I should run it through approval, didn't know that. I do apologize, but if there is any question to the validity of when I bought this move, here is my purchase log for that day.
I changed the names in that particular move. Nothing else is changed.[/spoiler]

You're good. The only problem with your log was that an approval to the move isn't linked there. You can't just link a character and say "I'm buying their move". You've gotta link the approval link. That said, I assume the original move was approved in the NPC workshop and thus there wasn't a link for you to use - so at the time you should have just copy pasted it over here and asked for someone to give you the thumbs up so you could have an official approval link.

Anyway, just make a post in your log linking to this post here as that moves approval (even though you've already bought it).

I appreciate the info. At the time I didn't know. Its not as if I didn't ask, I did ask him prior to this and he gave me the heads up. Thanks again.
"Mine eyes hath seen the glory of the presence of my Lord. He is sifting through the treasures in which his Gates of Wrath does store. He lets loose the righteous vengeance of his terrible swift swords. Gilgemesh has returned!"
Alright, let's try this again!

Silence
(Basic Move)(300)(Requires: Telepathy, Insight, Debuff Proficiency)
Through the use of Sharingan and after making eye contact, Sasuke is able to discern an opponent’s basic move that is problematic and shut down/prevent its activation. This ability takes concentration and about fifteen seconds to cast, in addition to the normal insight cast time, during which Sasuke may dodge and move, but is unable to attack, and severe damage will interrupt his ability to cast this technique. This technique also gradually fatigues Sasuke throughout its duration, though not a grievous amount. He may only have one move or super move silenced at a time, per opponent, and no more than two opponents can be silenced at a time. His opponents will remain silenced indefinitely unless Sasuke is incapacitated/overwhelmed immensely, exhausts to much fatigue, or until he casts the move again, exceeding his cap of two opponents/one move per. Only works on moves that are not linked to other moves and weapon moves only if they have yet to be summoned. This technique can’t affect suppression players with equal or higher tech than Sasuke.
 
Silence
(Tier 1 Super Move)(600)(Requires: Telepathy, Insight, Debuff Proficiency)
Through the use of Sharingan and after making eye contact, Sasuke is able to discern an opponent’s Tier 1 Super move that is problematic and shut down/prevent its activation for that round and every round after at a cost of 1 sp per round. This ability takes concentration and about six seconds to cast, in addition to the normal insight cast time, during which Sasuke may dodge and move, but is unable to attack and severe damage will interrupt his ability to cast this technique. This technique also gradually fatigues Sasuke throughout its duration, though not a grievous amount. He may only have one move or super move silenced at a time, per opponent, and no more than two opponents can be silenced at a time. His opponents remain silenced until Sasuke exhausts all of his sp or until he casts the move again, exceeding his cap of two opponents/one super per. Only works on super moves, can’t affect suppression players with equal or higher tech than Sasuke, and a Super Defense of appropriate tier negates the technique's effect.
 
Silence
(Tier 2 Super Move)(800)(Requires: Telepathy, Insight, Debuff Proficiency)
Through the use of Sharingan and after making eye contact, Sasuke is able to discern an opponent’s Tier 2 Super move that is problematic and shut down/prevent its activation for that round and every round after, at a cost of 2 sp per round. This ability takes concentration and about six seconds to cast, in addition to the normal insight cast time, during which Sasuke may dodge and move, but is unable to attack and severe damage will interrupt his ability to cast this technique. This technique also gradually fatigues Sasuke throughout its duration, though not a grievous amount. He may only have one move or super move silenced at a time, per opponent, and no more than two opponents can be silenced at a time. His opponents remain silenced until Sasuke exhausts all of his sp, or casts the move again, exceeding his cap of two opponents/one super per. Only works on super moves, can’t affect suppression players with equal or higher tech than Sasuke, and a Super Defense of appropriate tier negates the technique's effect.
 
 
Uchiha Illusions: Confusion
(Basic Move)(600)(Requires: Insight, Telepathy, Ranged Proficiency)
Through the use of various illusions, and a telepathic power of suggestion, the user can confuse their target into attacking an opponent of the user’s choosing with the target’s own basic moves. Sasuke may only suggest the activation of said move, the duration of the assault is out of his hands.This takes continuous concentration, Sasuke is unable to attack or defend while casting the illusion, only dodge (and only at halved speed). With an even technique stat to the target, activation takes fifteen seconds, diminishing by two seconds per additional tech stat in the user's favor. This technique is extremely exhausting as the user takes on the fatigue of the target's activated move as well as from the casting of illusions. In any given fight, this trick and/or any variation of this trick won’t work on the same person twice and the illusion ends after the move is completed. Various illusions can be anything such as, but not limited to: changing the target’s perception of an opponent into something/one else or convincing the target an opponent has taken an action they have not.

Uchiha Illusions: Confusion
(Tier 1 Super Move)(600)(Requires: Insight, Telepathy, Ranged Proficiency)
Through the use of various illusions, strong telepathic link, and the power of suggestion, the user can confuse their target into attacking an opponent of the user’s choosing with the target’s own Tier One Super Moves. Sasuke may only suggest the activation of said move, the duration of the assault is out of his hands. Being unable to access a target’s sp pool, the user must have touched the target previously for a few seconds to establish a stronger telepathic link, and exhaust their own sp to activate their target’s own Tier One Super Move. The illusion itself takes continuous concentration, and Sasuke is unable to attack or defend while casting the illusion, only dodge (and only at halved speed). With an even technique stat to the target, activation takes fifteen seconds, diminishing by two seconds per additional tech stat in the user's favor. In any given fight, this trick and/or any variation of this trick won’t work on the same person twice and the illusion ends after the move is completed. Various illusions can be anything such as, but not limited to: changing the target’s perception of an opponent into something/one else or convincing the target an opponent has taken an action they have not.

Uchiha Illusions: Confusion
(Tier 2 Super Move)(800)(Requires: Insight, Telepathy, Ranged Proficiency)
Through the use of various illusions, strong telepathic link, and the power of suggestion, the user can confuse their target into attacking an opponent of the user’s choosing with the target’s own Tier Two Super Moves. Sasuke may only suggest the activation of said move, the duration of the assault is out of his hands. Being unable to access a target’s sp pool, the user must have touched the target previously for a few seconds to establish a stronger telepathic link, and exhaust their own sp to activate their target’s own Tier Two Super Move. The illusion itself takes continuous concentration and Sasuke is unable to attack or defend while casting the illusion, only dodge (and only at halved speed). With an even technique stat to the target, activation takes fifteen seconds, diminishing by two seconds per additional tech stat in the user's favor.. In any given fight, this trick and/or any variation of this trick won’t work on the same person twice and the illusion ends after the move is completed. Various illusions can be anything such as, but not limited to: changing the target’s perception of an opponent into something/one else or convincing the target an opponent has taken an action they have not.
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."
@Sasuke:
Silence:
Basic Move:
>I'd only charge ya 300. I won't make you pay more OM just for being able to silence multiple moves at once. Since he's just using the same move twice at once.
>Can you be more specific on how long he can use this for (roughly) if he wasn't doing much else.
>What happens if he chooses to use this against a normal weapon, or can't he do that? If he does use it against a weapon, what happens to moves that require that weapon? Are those sealed too as a freebie? Or...?
>How does he aim this? Does it just 'hit'? If so, you need homing prof.
>I'd be fine with this working against any move he's seen used (recently - last hour or so), or insighted.
Super moves:
>Add that these can be blocked by the appropriate super defenses. Also, I'd be fine with a lower charge time here since you're spending SP.
>See the comment about homing.

Confusion
Basic:
>I think you got the cost wrong. A normal move shouldn't cost 800 OM.
>Your activation time is too vague. Be specific. At the moment it's some wordy stuff about TEC that doesn't really tell anyone anything about it. Like... Does it normally take 2 seconds for someone with half your TEC? 10 seconds? Specify.
>I think the charge and execution time of the person's move should also impact how long this takes Sasuke to do.
>How tiring is this? Since you could force someone to use a really tiring move of their own, I think the fatigue cost should be based on how tiring their move is or something like that.
>Some attack moves don't have a defined duration. What happens in the case of those? Such as basic sword swings (would they swing once, or a lot) or guns which don't run out of ammo (one bullet? twenty? ten seconds of fire? can he choose?).
>The main problem here is that your move is vague and doesn't really tell the reader exactly what happens or how long it takes and what sort of things Sasuke can make people do.
>The idea of tricking someone to hit their friend is definitely possible, but I don't see why or how Sasuke would be able to choose the move. That part doesn't make sense to me. You should really be directly mind controlling them somewhat to try that - assuming it's possible.

Super:
>It doesn't really make sense for them to magically use your SP instead of theirs if you're just tricking them into using a super, imo. But Omniphysics *jazz hands*.
>I guess this is more for Alex or Omni to approve. You might get away with this move not being blockable - if it's approved - but with the super move you force to use of to be blockable as usual.
Made the appropriate edits. (I hope anyway)
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."
The following moves are for an NPC I am working on

Oakheart Longbow: (900 OM) Ranged Proficiency/Debuff Proficiency.

The oak longbow of Elizabeth, This 5 foot tall weapon fires heavy arrows at high speed, This bow is the golden yellow of oak wood and has a 150 pound draw weight, It takes years of practice to master this weapon, Elizabeth can fire one arrow every three seconds. The arrows fired from the bow travel at 100m per second and can penetrate armor with relative ease.

Bodkin arrows (see below) are the default arrows fired by the bow and switching arrow type must be identified in the post.

Drawing the bow back is slightly straining on her muscles, but holding the bow at full draw more than 5 seconds doubles the strain. The Bow also has a jet black leather quiver to accompany it called the Quiver of Miestra.

This relic quiver was passed down to Elizabeth upon achieving the rank of Acolyte. The quiver holds up to 30 arrows and has 3 slots separating different kinds of arrows. These arrows are fired by the Oakheart Longbow. Once depleted it cannot be replenished in the same fight.

Bodkin Arrow: A standard armor piercing arrow, it has a narrow sharp point and 2 prongs that prevent the arrow from being pulled out backwards from the wound. People with High def are less likely to have arrows penetrate deep enough for this to be an issue.

Broadhead Arrow: An arrow with a wide arrowhead, has less penetration than the bodkin but delivers more kinetic force upon impact, will stagger an opponent backwards upon hit, interrupting an action if one is being taken upon hit unless Def is higher than Elizabeth's ATT.

Forked Arrow: a low penetration arrow that creates twin wounds that bleed more than that of a standard arrow, however the wounds do less initial damage. This bleeding causes light damage over time. The arrow can be pulled out with no additional damage.
T2 Super Move- Surprise, Fucker. [300]

[Image: 3d-render-dynamite-isolated-on-260nw-146340302.jpg]

The reason Jak's got his nickname in DA 15' with his own twist.

Jak is able to use Om to create eco that can cause different effects to the dynamite.

Using blue eco allows Jak to light it with a blue flame, and the dynamite is thrown toward an opponent, causing it to have a quicker explosion radius on the opponent.
Using red eco causes the dynamite (when lit) to explode with more power to it, when thrown at a opponent.
Using Yellow eco causes the dynamite to have more distance to it when thrown.
Using Dark eco causes the dynamite to have a pain like feeling to it when it hits a opponent. It can also cause short term damage as it hits.
Using Light or Green Eco causes the dynamite to have a healing effect (for allies).
[Image: oNAS6Nu.png]


[Image: Darkdata.png]Jak/Mar- Dynamite Kid/ DA 2018" (Translated text)[Image: hVDTXBF.gif](Thanks Ezzy!)

Today’s Trouble - Tier 1 Assist - 1000 OM (Requires Integration, Shapeshifting)

Zedd casts a beam of energy from his staff or bare hands into an inanimate object or more (up to three) in the arena. If multiple objects are targeted by this technique, they are combined into a single point for the duration of this move. The object grows into a six foot tall, sentient (though low intelligence) monster that will loyally fight alongside Zedd until it is defeated or dismissed. The exact shape, style, and name of the monster is completely dependent on the items used to create it. After exiting the battle, the objects used to create it fall harmlessly to the ground, in the exact state they were in before being utilized as an assist. Zedd cannot use this move to disable an opponent’s weapons or artefacts.

ATK: 1
DEF: 2
SPD: 1
TEC: 1

Today’s Weapon - 900 OM (Requires Physical Strength, Integration, Shapeshifting)

The created monster is able to build weapons out of whatever substance it is made of, or out of pure energy if necessary. They can be short, medium, or long melee weapons, with various shapes that serve the same function (the medium one can be a sword or a club, for instance). The weapons are moderately powerful and sturdy, and can be destroyed with a large enough blow. The monster is able to create the first one instantly, but any replacements require at least five seconds to create. The monster can have up to two active melee weapons at a time.

Today’s Blast  - 600 OM (Requires Ranged Attack, Integration, Shapeshifting)

The monster is also able to fire energy attacks that may or may not be made of a relevant substance to it. Otherwise, the attack will be made of pure energy, but functionally there is no difference. It can fire weaker energy blasts at a rate of one per second, becoming exhausted with continual use of this attack beyond ten uninterrupted blasts. It can also charge a single ranged blast for five seconds, but will need to rest at least fifteen seconds before firing another charged attack. Both versions of this attack are only able to damage a single target, and they move roughly as fast as a fired arrow. The maximum range of either is about fifty yards. The monster may fire from its mouth, hands, or any unique appendages it may have, like a tail or wings.


(quick shoutout to Sinestro and previouslyGanondorf for inspiration and prior moves that helped with this set.)
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(05-01-2018, 09:20 AM)Shantotto Wrote:
(05-01-2018, 06:45 AM)Daniel Wrote: @Shantotto

Stardust Rod - Can this be used to do anything other than what is described in the current description? what sort of sized attacks can this block?

Edit - When you say short range, how short do you mean?

Incoming projectiles and telegraphed melee attacks, this move would be of little use to shantotto against speedy fast hits as it takes her time albeit short, to redict the incoming path and adjust the pulse location the short range is a 2 foot wide sphere that is projected from the tip of the rod, it does not travel but it is also not swung to block objects.

As of right now the stardust rod Is primarily used to afford Shantotto the ability to defend herself in close combat.

Sorry for the wait, but I have 2 full days of Uni a week and I feel like doing nothing at the end of those two days.

When you say projected, is it the bubble still attached to the staff/ would it follow the staff's movements?


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