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Official Move Approval III
Victors Injection (requires Debuff proficiency) : A needle filled with a purple poison designed to look like the infamous banishment serum. can be injected into the arms of an opponent to lower their attacking power as the muscles struggle to work at full power, or into the legs to lower the opponent's maneuverability, the drawbacks being that it takes time to aim so opponents who move to fast or are too technically skilled can avoid it hitting a vein. 600 om I think

Gem blast ( requires Debuff proficiency): the gems on the hilts of Victors daggers charge up stored energy and once fully charged can be hit together to create a bright flash of red and blue light, blinding the opponent for a few seconds, the drawbacks are that once it has been used it is harder to trick an opponent into falling for it and that it takes a good minute for it to charge up again once used. 300 OM I think
[Image: LMLzBQ4.gif][Image: psgGbSy.png]                                                                                                                                [Image: 2lvxt0w.gif]
Victor Wolfe Wrote:Victors Injection (requires Debuff proficiency) : A needle filled with a purple poison designed to look like the infamous banishment serum. can be injected into the arms of an opponent to lower their attacking power as the muscles struggle to work at full power, or into the legs to lower the opponent's maneuverability, the drawbacks being that it takes time to aim so opponents who move to fast or are too technically skilled can avoid it hitting a vein. 600 om I think

Gem blast ( requires Debuff proficiency): the gems on the hilts of Victors daggers charge up stored energy and once fully charged can be hit together to create a bright flash of red and blue light, blinding the opponent for a few seconds, the drawbacks are that once it has been used it is harder to trick an opponent into falling for it and that it takes a good minute for it to charge up again once used. 300 OM I think

Victors Injection: Approved at 600 OM!

Gem Blast: Approved at 300 OM!
[Image: giphy.gif]
Mageslayer(300): Erik's trusty sword, with a steel two and a half foot long blade and a black hilt. Deals average damage and can only be used in conventional ways.
*The emperor of mankind yeets erik into a sun*
[Today 08:03 pm] Erik Vrell : Bruh
[Today 08:03 pm] The emperor of mankind : don't worship gods
Quote:Mageslayer(300): Erik's trusty sword, with a steel two and a half foot long blade and a black hilt. Deals average damage and can only be used in conventional ways.

Seems simple enough: approved.
[Image: c7u9HTN.png]
Shadow Clone Technique (Requires Remote Control Proficiency) (300 OM)
By concentrating one's chakra, this technique allows the user to create corporeal duplicates of themself. The clones are nearly indistinguishable from the original, only those with heightened senses* being able to see through the rouse. These copies carry out the user's wishes and are dispelled either at the caster's whim or after taking enough damage (many small blows or one very strong one; any 'Move' would suffice), disappearing in a puff of smoke. This technique is not so much used to overpower an enemy as it is to confuse an enemy and allow an opening to strike. As this attack divides the user's chakra equally among all clones and the user, no more than a handful can be summoned at a time** without draining the user's reserves significantly. Clones may use the user's moves, though this drains the user as if the original were using it. ***

* I'm always unsure if this would need a high TEC, Insight, Enhanced Senses or some combination; what would be the best wording here?
** I don't foresee ever needing to summon more than one at a time, but would adding the ability to cast more than one ratchet up the cost? Or would the 'incrementally more draining' thing cover the advantage?
*** This last bit can be removed if it's too over-powered.
[float=left][Image: mokugakure.png][/float]
[Image: iVYCKow.jpg] [float=right][Image: HeroesGraveyard.png][/float]

Relic Glaive (300 OM) (requires Area Attack Proficiency and Physical Proficiency)

[Image: latest?cb=20140825045221]

A massive powered relic glaive, almost ten feet in height, designed to be swung in large arcs or stabbed forward. While such a weapon can be twirled around like a simple stick by those of great strength, those of normal humans may find it difficult to wield.
Tartaros typically swings the glaive in massive, swift arcs, using the polearm's range to its full potential. However, after enough strikes such a method of attack will inevitably become tiring.
Proto Buster - Rapid-Charge Mode (+300 OM) - In desperation, Proto Man can quick charge a blast, which reduces the charge time needed for a fully powered blast down to about 1.5 seconds. Doing this will rapidly drain his power, though.

Proto Buster - Homing Mode (+300 OM) - Normal or charged blasts from the Proto Buster can be set to home in on targets that are further away and might try to otherwise dodge out of the way.

Proto Buster - Laser Mode (+300 OM) - Proto Man fires a concentrated laser blast (same type of energy as all other modes). The laser is a powerful and focused attack that remains after impact, rather than dissipating like normal. It continues to bore/melt/hurt the target, forcing them backwards if they aren't strong enough to reflect it away or power out of it. Due to its nature, the laser is a powerful tool for forcing through tough obstacles like steel walls or other fortifications. The biggest downside to the laser is that it constantly drains Proto Man to keep it powered, and it can also leave him open to attacks from his flanks.
[Image: proto.jpg][Image: DAHost.png]
Dante's Abyss 2015
Host
Tier 1 Assist - Rush

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

[Image: RushMM7.jpg]
[Image: proto.jpg][Image: DAHost.png]
Dante's Abyss 2015
Host
Grenade (Requires Ranged and AoE Proficiency)
The standard issue infantry explosive for the USSMC for clearing groups of enemies and painting rooms. The user hold this fist sized container in one hand, turns the primer on the top, and in three second it lets rip a massive explosion that spreads out ten feet from the center and wounds anyone inside. Throwing it is optional, but highly recommended. While the range is only as far as the thrower's strength (which, for DG, is still a fair good distance) and does not pack the raw damage of the rocket launcher, the timed explosive can arced to land behind cover or otherwise dropped, rolled, bounced, or even kicked into whatever nook the enemy is hiding in. However, until the grenade explodes, it could easily be shot or kicked away.

Smokes (Requires Ranged, AoE, and Debuff Proficiency)
Almost identical to the grenade in use and shape, when thrown and the timer runs out instead of an explosion a thick cloud of smoke spews out of the top. This smoke can cover up to a 15 cubic yard area with no wind for up to a minute, and is so thick that it's near impossible to see through. Shooting through it requires pure guess to hit anyone hiding on the other side and melee inside the cloud is only slightly better. It does no damages other than mild discomfort to anyone inside, but as a tactical tool it is invaluable. Comes in many different colors!
Hurihuri Utu (300 OM, Requires Physical Proficiency)

Once per round, after successfully blocking an attack with his shield, Kopaka can immediately choose to retaliate by bashing his opponent with his whirling shield. The combined blunt force of this attack, combined with the spinning momentum of the shield, will knock an opponent off balance, usually long enough for Kopaka to exploit the opening with a quick strike from his sword. If the bashing attack misses, however, it leaves Kopaka himself open to attack for a moment, an opportunity which swift opponents can take advantage of.

Since Kopaka is nearly the living embodiment of snow and ice, whenever this attack connects, tiny ice crystals tend to burst outwards from the point of impact, creating a glimmering shower of frozen particles in the wake of the shield's strike.
C O L D
I'm not totally sure I did this right, but here's my first try at an Assist:

Earthshine (Tier 1 Assist): Mickey Mouse received the Earthshine gem, a small, orange-colored crystal, from Thrall upon his visit to Minas Tirith. Using the gem, Mickey Mouse has gained the ability to summon a secondary version of Simba, a lion king from one of the worlds he rules over in the Disney Realms, the Pride Lands. Simba serves as the muscle Mickey lacks, and can also be used as a mount to get from one place to the next, provided Mickey doesn't mind people looking at him strangely since he's riding a lion.

[Image: 300px-Simba_KHII.png]

Simba (Tier 1 Assist)
ATK: 2
DEF: 2
SPD: 1
TEC: 0

Moves (I know I have to buy these separately)

Roar: Simba lets out a loud, vicious roar, which scares enemies of equal or lower level than Mickey and lowers their awareness of the battle for a moment, allowing Mickey or Simba to jump in with another attack. As an RP flavor bonus, for non-PC enemies that are particularly low-level, this may intimidate the enemy enough that they run for the hills. (300 OM, requires Debuff Proficiency)

Pounce: Simba viciously lashes out against Mickey's opponent with his front claws, dealing melee damage to them. This attack requires Simba to be in relatively close quarters to the opponent, and makes him vulnerable to enemy counter-attacks. Also, Simba's large frame causes him to be rather uncoordinated with these attacks, so if the opponent's DEF or TEC is high, they may be able to dodge this attack very easily. (300 OM, requires Physical Strength)

Pinned Ya Again: A basic lunge move, Simba lets out a roar and leaps at the enemy, tackling them to the ground. He pins them to the ground, giving Mickey a window to either escape the fight or launch his own attack. This attack does no damage. (300 OM, requires Debuff Proficiency)
[Image: 2agonyw.png]
I copied this over from my join topic and I realized that 1 minute is WAY too long.

I'd like to change it to 7 seconds.

Quote:Dragonsbane: (600) (Physical Strength, Ranged Proficiency, Remote Control Proficiency)
Dragonsbane is a powerful gunblade created by Axorn with a moderate weight. It can either be used for melee attacks or can have a sharp crystal fired from the tip which, after activated from a long period of concentration (About 1 minute), will create an explosion of fire, thus burning anything within it's 3cm radius before the crystal disintegrates. The sword can only hold 12 crystals at a time, and has a large recoil, forcing the user to plant their feet before firing if they don't want to fall over.
[Image: Axorn_zpsiipqunna.png]

"If you truly want to save the world, you'll need to withstand it's flames."
Also, while you're at it, I've got a new move I need approval on

Holy Fire (300) (Requires Ranged Proficiency): Axorn breathes out a 3 inch diameter flamethrower-like blast of hot fire which can, if the victim is willing, clear all dark thoughts from the person and leave them with a clear conscience. But, dark thoughts can still return to the person's mind although they take longer to manifest themselves. Axorn can, at the end of a battle that he has won, use this if the person is willing to give them a second chance. This coincidentally, always has an effect on Axorn, keeping his mind clear of dark thoughts and preventing corruption of any kind.
[Image: Axorn_zpsiipqunna.png]

"If you truly want to save the world, you'll need to withstand it's flames."
Kakashi Hatake Wrote:Shadow Clone Technique (Requires Remote Control Proficiency) (300 OM)
By concentrating one's chakra, this technique allows the user to create corporeal duplicates of themself. The clones are nearly indistinguishable from the original, only those with heightened senses* being able to see through the rouse. These copies carry out the user's wishes and are dispelled either at the caster's whim or after taking enough damage (many small blows or one very strong one; any 'Move' would suffice), disappearing in a puff of smoke. This technique is not so much used to overpower an enemy as it is to confuse an enemy and allow an opening to strike. As this attack divides the user's chakra equally among all clones and the user, no more than a handful can be summoned at a time** without draining the user's reserves significantly. Clones may use the user's moves, though this drains the user as if the original were using it. ***

* I'm always unsure if this would need a high TEC, Insight, Enhanced Senses or some combination; what would be the best wording here?
** I don't foresee ever needing to summon more than one at a time, but would adding the ability to cast more than one ratchet up the cost? Or would the 'incrementally more draining' thing cover the advantage?
*** This last bit can be removed if it's too over-powered.

I'm going to link you this because there is a question on clones that is explained at the bottom.

Quote:Relic Glaive (300 OM) (requires Area Attack Proficiency and Physical Proficiency)

Image

A massive powered relic glaive, almost ten feet in height, designed to be swung in large arcs or stabbed forward. While such a weapon can be twirled around like a simple stick by those of great strength, those of normal humans may find it difficult to wield.
Tartaros typically swings the glaive in massive, swift arcs, using the polearm's range to its full potential. However, after enough strikes such a method of attack will inevitably become tiring.

Approved

Proto-Approved

Quote:Grenade (Requires Ranged and AoE Proficiency)
The standard issue infantry explosive for the USSMC for clearing groups of enemies and painting rooms. The user hold this fist sized container in one hand, turns the primer on the top, and in three second it lets rip a massive explosion that spreads out ten feet from the center and wounds anyone inside. Throwing it is optional, but highly recommended. While the range is only as far as the thrower's strength (which, for DG, is still a fair good distance) and does not pack the raw damage of the rocket launcher, the timed explosive can arced to land behind cover or otherwise dropped, rolled, bounced, or even kicked into whatever nook the enemy is hiding in. However, until the grenade explodes, it could easily be shot or kicked away.

Smokes (Requires Ranged, AoE, and Debuff Proficiency)
Almost identical to the grenade in use and shape, when thrown and the timer runs out instead of an explosion a thick cloud of smoke spews out of the top. This smoke can cover up to a 15 cubic yard area with no wind for up to a minute, and is so thick that it's near impossible to see through. Shooting through it requires pure guess to hit anyone hiding on the other side and melee inside the cloud is only slightly better. It does no damages other than mild discomfort to anyone inside, but as a tactical tool it is invaluable. Comes in many different colors!

Both approved at 300-Also loved reading these descriptions.

Quote:Hurihuri Utu (300 OM, Requires Physical Proficiency)

Once per round, after successfully blocking an attack with his shield, Kopaka can immediately choose to retaliate by bashing his opponent with his whirling shield. The combined blunt force of this attack, combined with the spinning momentum of the shield, will knock an opponent off balance, usually long enough for Kopaka to exploit the opening with a quick strike from his sword. If the bashing attack misses, however, it leaves Kopaka himself open to attack for a moment, an opportunity which swift opponents can take advantage of.

Since Kopaka is nearly the living embodiment of snow and ice, whenever this attack connects, tiny ice crystals tend to burst outwards from the point of impact, creating a glimmering shower of frozen particles in the wake of the shield's strike.

This is already encompassed under Physical Proficiency so any basic moves with your shield and sword wouldn't need specific moves. If you want the shield to leave ice on an opponent(if it doesn't already do so) that will require a move.

Quote:I'm not totally sure I did this right, but here's my first try at an Assist:

Earthshine (Tier 1 Assist): Mickey Mouse received the Earthshine gem, a small, orange-colored crystal, from Thrall upon his visit to Minas Tirith. Using the gem, Mickey Mouse has gained the ability to summon a secondary version of Simba, a lion king from one of the worlds he rules over in the Disney Realms, the Pride Lands. Simba serves as the muscle Mickey lacks, and can also be used as a mount to get from one place to the next, provided Mickey doesn't mind people looking at him strangely since he's riding a lion.

Image

Simba (Tier 1 Assist)
ATK: 2
DEF: 2
SPD: 1
TEC: 0

Moves (I know I have to buy these separately)

Roar: Simba lets out a loud, vicious roar, which scares enemies of equal or lower level than Mickey and lowers their awareness of the battle for a moment, allowing Mickey or Simba to jump in with another attack. As an RP flavor bonus, for non-PC enemies that are particularly low-level, this may intimidate the enemy enough that they run for the hills. (300 OM, requires Debuff Proficiency)

Pounce: Simba viciously lashes out against Mickey's opponent with his front claws, dealing melee damage to them. This attack requires Simba to be in relatively close quarters to the opponent, and makes him vulnerable to enemy counter-attacks. Also, Simba's large frame causes him to be rather uncoordinated with these attacks, so if the opponent's DEF or TEC is high, they may be able to dodge this attack very easily. (300 OM, requires Physical Strength)

Pinned Ya Again: A basic lunge move, Simba lets out a roar and leaps at the enemy, tackling them to the ground. He pins them to the ground, giving Mickey a window to either escape the fight or launch his own attack. This attack does no damage. (300 OM, requires Debuff Proficiency)

Assist Approved
Roar-I'm not sure if the level criteria is appropriate. Can you switch it over to something else?
For the other two moves you won't need them. You will need a move for claws however and/or teeth if you want them.


Quote:Dragonsbane: (600) (Physical Strength, Ranged Proficiency, Remote Control Proficiency)
Dragonsbane is a powerful gunblade created by Axorn with a moderate weight. It can either be used for melee attacks or can have a sharp crystal fired from the tip which, after activated from a long period of concentration (About 1 minute), will create an explosion of fire, thus burning anything within it's 3cm radius before the crystal disintegrates. The sword can only hold 12 crystals at a time, and has a large recoil, forcing the user to plant their feet before firing if they don't want to fall over.

You understand that with a shorter charge time the move will be weaker? You can change it to 7 seconds but change the wording of "burning anything".

Quote:Holy Fire (300) (Requires Ranged Proficiency): Axorn breathes out a 3 inch diameter flamethrower-like blast of hot fire which can, if the victim is willing, clear all dark thoughts from the person and leave them with a clear conscience. But, dark thoughts can still return to the person's mind although they take longer to manifest themselves. Axorn can, at the end of a battle that he has won, use this if the person is willing to give them a second chance. This coincidentally, always has an effect on Axorn, keeping his mind clear of dark thoughts and preventing corruption of any kind.

I'm going to say you're going to need Telepathy for this move and does this move do damage?
[Image: GilgameshDAsig_zpsecqjfngm.png][Image: NB_BadgeRight.png][Image: RhzfCY6.gif] - Credit to Ezzy
Dragonsbane: (600) (Physical Strength, Ranged Proficiency, Remote Control Proficiency)
Dragonsbane is a powerful gunblade created by Axorn with a moderate weight. It can either be used for melee attacks or can have a sharp crystal fired from the tip which, after activated from a long period of concentration (About 7 seconds), will create an explosion of fire, thus burning anything flammable within it's 3cm radius before the crystal disintegrates. The sword can only hold 12 crystals at a time, and has a large recoil, forcing the user to plant their feet before firing if they don't want to fall over.

Made a quick fix to that one, and...

Holy Fire (300) (Requires Ranged Proficiency): Axorn breathes out a 3 inch diameter flamethrower-like blast of hot fire which can, if the victim is willing, purify them, clearing all dark thoughts from the person and leave them with a clear conscience. But, dark thoughts can still return to the person's mind although they take longer to manifest themselves. Axorn can, at the end of a battle that he has won, use this if the person is willing to give them a second chance. This coincidentally, always has an effect on Axorn, keeping his mind clear of dark thoughts and preventing corruption of any kind.

Clarified this one
[Image: Axorn_zpsiipqunna.png]

"If you truly want to save the world, you'll need to withstand it's flames."
King Axorn Wrote:Dragonsbane: (600) (Physical Strength, Ranged Proficiency, Remote Control Proficiency)
Dragonsbane is a powerful gunblade created by Axorn with a moderate weight. It can either be used for melee attacks or can have a sharp crystal fired from the tip which, after activated from a long period of concentration (About 7 seconds), will create an explosion of fire, thus burning anything flammable within it's 3cm radius before the crystal disintegrates. The sword can only hold 12 crystals at a time, and has a large recoil, forcing the user to plant their feet before firing if they don't want to fall over.

Made a quick fix to that one, and...

Holy Fire (300) (Requires Ranged Proficiency): Axorn breathes out a 3 inch diameter flamethrower-like blast of hot fire which can, if the victim is willing, purify them, clearing all dark thoughts from the person and leave them with a clear conscience. But, dark thoughts can still return to the person's mind although they take longer to manifest themselves. Axorn can, at the end of a battle that he has won, use this if the person is willing to give them a second chance. This coincidentally, always has an effect on Axorn, keeping his mind clear of dark thoughts and preventing corruption of any kind.

Clarified this one


Dragonsbane Approved and the second one I stick with my verdict of Telepathy but I asked for a second's person opinion on it and I'll get back to this move as soon as I hear a reply.
[Image: GilgameshDAsig_zpsecqjfngm.png][Image: NB_BadgeRight.png][Image: RhzfCY6.gif] - Credit to Ezzy
Gilgamesh Wrote:
Kakashi Hatake Wrote:Shadow Clone Technique (Requires Remote Control Proficiency) (300 OM)
By concentrating one's chakra, this technique allows the user to create corporeal duplicates of themself. The clones are nearly indistinguishable from the original, only those with heightened senses* being able to see through the rouse. These copies carry out the user's wishes and are dispelled either at the caster's whim or after taking enough damage (many small blows or one very strong one; any 'Move' would suffice), disappearing in a puff of smoke. This technique is not so much used to overpower an enemy as it is to confuse an enemy and allow an opening to strike. As this attack divides the user's chakra equally among all clones and the user, no more than a handful can be summoned at a time** without draining the user's reserves significantly. Clones may use the user's moves, though this drains the user as if the original were using it. ***

* I'm always unsure if this would need a high TEC, Insight, Enhanced Senses or some combination; what would be the best wording here?
** I don't foresee ever needing to summon more than one at a time, but would adding the ability to cast more than one ratchet up the cost? Or would the 'incrementally more draining' thing cover the advantage?
*** This last bit can be removed if it's too over-powered.

I'm going to link you this because there is a question on clones that is explained at the bottom.

Yeah, I was going off of that when writing the move up. They're controlled by the caster (hence remote control prof.) and poof after a strong strike (so not useful as an assist). Is it incorrect the way it is?
[float=left][Image: G3vODOp.png]
Dante's Abyss '15
Participant
Vincent Valentine

[/float][float=right][Image: oQAQ9Jn.png]
Dante's Abyss '16
Grand Champion
Nanaki/Red XIII

[/float]
[Image: sfSJ19f.jpg]
(07-16-2018, 06:14 PM)Lord Zedd Wrote: I'm here to kick ass and write compelling stories with Vincent Valentine.

And baby, we're all out of Vincent Valentine.
Gilgamesh Wrote:Assist Approved
Roar-I'm not sure if the level criteria is appropriate. Can you switch it over to something else?
For the other two moves you won't need them. You will need a move for claws however and/or teeth if you want them.

Yeah. What about lower TEC than Mickey and/or Simba?

Claws: Given that he's a lion, Simba has claws on his front paws that he uses as his main means of attack. He is very clumsy and uncoordinated with his attacks, however they do pack quite a punch when he actually manages to get a hit in. A quick enemy can dodge these rather easily, however. (300 OM)

Teeth: When Simba manages to get an enemy in close quarters, he attempts to bite them, as lions often do with his prey. These teeth are sharp and can be very painful if you happen to get stuck in the wrong spot when he closes up his jaw. (300 OM)
[Image: 2agonyw.png]
Brave Sword- Tapions sword and the symbold of The Horsemen. Given to Retane by his old comrade, it can only be used and wielded by a Horsemen. If another, not a part of The Horsemen tries to use it, their grip will be repelled. Usually it will sit in the entrance hall of Jade Reckoning, the base in the Tangled Green. Any Horsemen that purchaces this can summon the sword to themselves instantly to be strapped at their back, as long as it's not in use by another. The blade itself is nothing more then a weapon, and it's design can change to the weilder's choice.
[Image: hchh.png]

I refuse to lose this battle,
Let whatever come my way.
I am stronger then my rival,
No, I will not fall today...
(I've been waiting a while to submit this one)

Detonate (an ‘invisible’ punch..)300 OM
(offensive: requires physical strength, ranged prof. and Stealth )

(Now that I look at it, it may need homing )

Gildarts concentrates his energy on his good arm and then condenses the energy to the edges of his knuckles. There is no charge up time for this as after he plants his punch, the arrack charges on the enemy. Then he lands a punch. The consequential blow of the punch seems to evaporate around the very force of its momentum, and a surprised foe wouldn’t even feel the physical impact of his fist - at least not right away...

Detonate is a move first landed and then after a complete minute has passed the strength of effect will be felt as a detonating charge of energy on the enemy.

Gildarts lands the punch and the foe continues to battle as though nothing had happened, probably thinking ‘this guy’s not so tough, didn’t even stop me in my tracks.. I didn’t even feel his punch, what was he throwing? AIR?’ meanwhile the impact saturates and charges on the enemy.

After a complete minute has passed, the planted attack on the foe finally takes effect. In the same area as where the punch landed, suddenly a massive force expands around the ‘imprinted’ area in a one foot diameter (the impression, which shows little trace of its existence on the person, is a small and nearly undetectable plant of energy that is invisible until activated or the minute is up. As it charges, an enemy with keen eyes could spot it and feel it. When it is spotted by a user with enhanced senses, it will loose half of its power.

When it is able to charge fully it will release an explosion against the foe in an astonishingly dense display of energy.

The burning gravitational/ crash energy crashes with a great collision as the foe is launched off his feet - due to the unexpectedness of the sensation - and because of this pseudo location in the chest, the wind was knocked from the enemy's lungs. The foe feels like a train has steamrolled him as the condensed energy crushed into his ribs and causes him to collapse.

Drawbacks: When an enemy notices the impression of energy that remains, it is less effective and half of its power/impact is immediately is lost and dissipates, that is why he uses it during beginning or middle parts of the action when a foe may not notice a punches ineffectiveness as they are caught up in the barrage of battle.

For an enemy to abolish the planted move from their person: As I said about the less effective point above, if a person notices the move it will be less effective. If a person realizes that the plant is there, he may remove the energy and it will form as a ball in their grasp, remove it and throw it away, or brush it off and into the ground.

If the person has armor or a shield they like to use, they can discard the armor piece until the detonation has exploded. (This also applies to clothing).

______________________________


T2 power up: (1,500 OM)

ATK: +4
DEF: +2
SPD: +3
TEC: +1

Description: (picture not available as the photographer died when he got too close and the camera was obliterated at the same time *smh* pretty much the reason why he's a wanderer)

Gildarts thrived during battle and when faced with formidable foes he becomes the embodiment of a powerful adversary. Rock crumbles at his feet and the air quivers in his wake. Magic spews DBZ style and his hair flushes up while his body becomes a shadow against the bright aura of energy. Only slanted eyes of crimson rage can be seen through the surge of energy that is released from him on command. (During this form Gildarts feels an increase of speed, which helps him land blows and hone in on his ultimate battle technique.)

Should you live to see it, perhaps you will bow at his feet in fear!

[spoiler][Image: 0XTaWLA.gif][/spoiler]
[Image: -Gildarts-fairy-tail-35651033-300-180.gif]
"I have never met a strong person with an easy past." -Atticus


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