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Official Move Approval III
Koal Lynch Wrote:Move: Hellfire Orb (Requires Ranged Proficiency) Cost: 300OM
Description: Koal never was any good at controlling his anger, but instruction from his new master, Darth Nihilus, has taught him not to control it, but to embrace it. Koal takes these teaching into consideration and releases a measure of demonic power from his soul Igniting his lower arms (from just below the elbow to the tips of his fingers) In a deep red flame. These flames pool into a small, baseball-sized fireball that Lynch throws at his opponents. He can throw said fireballs at a rate of about 1 per second, and they travel at the speed of a low-caliber bullet. They can cause major-degree burns if opponent is struck repeatedly in the same location.

Move: Dark Jedi Lightsaber (Requires Physical Proficiency) Cost: 300
Description: As is the way of every Jedi or Sith apprentice, Koal has constructed his own lightsaber. An impressive weapon, the hilt is a foot and a half long, constructed with silver and black leather grips. After careful consideration, Koal has asked his master to synthesize a silver lightsaber crystal for him to place in his lightsaber hilt. It takes Koal two seconds to draw and activate the lightsaber. The blade of the lightsaber itself is a length of four and a half feet.
[spoiler][Image: 82fb6ad2b50169d5a15ce5d0c833d19c.jpg][/spoiler] (Just to get an idea of what it looks like.)

Hellfire Orb — Just for clarity and transparency, how long does it take to do the whole igniting thing to get ready to start throwing them in the first place? And what's the range on 'em?

Dark Jedi Lightsaber — Good to go.



Okor Wrote:This is the last one I swear

Winds of Chaos, Tier Two supermove, Requires: 800 OM, Ranged attack proficiency, area attack proficiency, debuff proficiency

Calling upon the primordial chaos from which life sprang, and to which life will inevitably return, Okor channels forth sheer destructive power. Releasing a howl powered by his inhuman biology, the vox of his armour, and the madness of the warp, he unleashes a torrent of warpstuff in a 30 degree cone extending 30 meters from his mouth. Those who are unable to dodge the stream of corruption in time are caught in the wave of destruction, gale-force winds flensing flesh from bone as an unearthly howl of terrible volume deafens them. Okor is immobile while using this ability, his attention entirely focused on maintaining and protecting himself from the fell powers he dares to unleash. This ability lasts for 7 seconds, or until he is interrupted.

Good to go, you terrifying mass of disease and bad things, you.
[Image: kUpgBYg.gif]
Adam Gaite Wrote:
Koal Lynch Wrote:Move: Hellfire Orb (Requires Ranged Proficiency) Cost: 300OM
Description: Koal never was any good at controlling his anger, but instruction from his new master, Darth Nihilus, has taught him not to control it, but to embrace it. Koal takes these teaching into consideration and releases a measure of demonic power from his soul Igniting his lower arms (from just below the elbow to the tips of his fingers) In a deep red flame. These flames pool into a small, baseball-sized fireball that Lynch throws at his opponents. He can throw said fireballs at a rate of about 1 per second, and they travel at the speed of a low-caliber bullet. They can cause major-degree burns if opponent is struck repeatedly in the same location.

Move: Dark Jedi Lightsaber (Requires Physical Proficiency) Cost: 300
Description: As is the way of every Jedi or Sith apprentice, Koal has constructed his own lightsaber. An impressive weapon, the hilt is a foot and a half long, constructed with silver and black leather grips. After careful consideration, Koal has asked his master to synthesize a silver lightsaber crystal for him to place in his lightsaber hilt. It takes Koal two seconds to draw and activate the lightsaber. The blade of the lightsaber itself is a length of four and a half feet.
[spoiler][Image: 82fb6ad2b50169d5a15ce5d0c833d19c.jpg][/spoiler] (Just to get an idea of what it looks like.)

Quote:
Hellfire Orb — Just for clarity and transparency, how long does it take to do the whole igniting thing to get ready to start throwing them in the first place? And what's the range on 'em?

Dark Jedi Lightsaber — Good to go.
Quote:

It take about six second for Koal to ignite his arms and start throwing fireballs. And the max range is 20 meters.
Tier 1 Transformation – Sage Mode: After years of training with the Toads of Mount Myoboku, Minato learned to sense and control the Natural Energy of the world around him and combine it with his own chakra, enhancing himself in the process. This, however, is a very difficult task and the balance of Natural Energy with his own Chakra must be very precise. Due to this, Minato doesn't like to use this mode for very long and will generally use it for a short period at any given time. Wile Minato is in this form an orange pigment appears around his eyes, while the eyes themselves become a light orange colour with a rectangular pupil in the centre of them.

[Image: XFC1QrH.jpg]

Stat changes
ATK: 3 + 1 (4)
DEF: 1 + 1 (2)
SPD: 4 + 2 (6)
TEC: 2 + 1 (3)
Click Me
[Image: lIBxrEK.jpg?1]

Made by Ruby
"In order to save something dear, wars are waged."
Per this thread, Zack's fixing to get to go into the Koopa armory and get a few goodies. They've all been changed a bit (or, in the case of the third one, a lot) since the move approval workshop, just a heads up.

Fire Bar Saber (300) Requires Physical Strength – Having studied the lightsaber upon arrival in the Omniverse, Bowser's engineers have turned the fire bar, one of their top defensive mechanisms, into a sword. When in storage it is a simple block on top of a small grip that is large enough to wrap one hand around. When activated, five fireballs stack on top of each other, from the block, for a "blade" length of three and a half feet. It takes approximately a full second for the blade to form, which it does by one fireball materializing on top of another until all five are present. This weapon is fast and easy to wield, but if it takes a blow that is overwhelmingly powerful the fireballs can lose their connection. If this happens they will scatter and disappear, and require a two second recharge before the blade can be recreated. When not in use Zack keeps the deactivated handle on the left side of his belt.

Chain Chomp (600) Requires Physical Strength, Ranged Proficiency, Debuff – A creature shaped like a black ball. It is slightly larger than a basketball and attached to a ten foot long chain. The ball itself is the Chain Chomp, a fully living, sentient creature with large eyes, a mouth, and dangerously sharp teeth. Zack uses it by holding the chain and swinging it at an enemy like a whip. The Chain Chomp will either collide with it's target head on for bludgeoning damage, or latch out bite down with it's sharp teeth. This obviously hurts and can debilitate an opponent, or even be used to pull them closer, but if given slack in the chain the creature will let go of it's prey. The chain chomp is somewhat tame, but when Zack is utilizing it in battle he must make sure to keep a grip on the chain, or else it would hop away and be of no use. When not in use the Chain Chomp, with it's rolled up chain, is stored on the back right of Zack's belt, typically sleeping. When not actively part of the battle, it shrinks to about half it's normal size, which is useful for storage purposes.

Koopa Carbine (600) Requires Ranged Proficiency – A rifle that is custom built by the Koopa engineers. The grip, receiver and the stock are solid black. On the center of the stock, on both sides, is the Koopa Kingdom's logo in dark red red. The barrel, as it extends from the receiver, is designed to look exactly like the classic green warp pipes that are so prevalent in the Koopas' home world. The magazines are a darker orange, with a white "?" engraved into them on one side, and a white "!" on the other. The weapon fires Mini-Bullet Bills, small projectiles with eyes, a mouth, and tiny arms. For all intents and purposes, however, they are standard ammunition. The gun can carry thirty of these rounds in the magazine and one in the chamber. It has two fire modes: semi-automatic, which allows him to fire as fast as he can pull the trigger, or a full auto, which allows him to simply hold the trigger down and empty his magazine. It takes Zack about a second and a half to reload this weapon. When needed, Zack summons the weapon from thin air with Omnilium, which takes about five seconds. When he is done with it, he can make it disappear instantly However, he keeps a three point sling on it, for occasions when he doesn't want to summon it again in a short period of time.
Ea - While the sword is longer than Proto Man/Mouse is tall, he is able to wield it with one hand. It has a large pommel, and the blade itself is black. At the tip of the ebony shaft of the weapon is a small bronze cap that looks like a blunted drill bit, which makes the weapon more effective for thrusting or bashing rather than normal swordplay. During combat, the sword can be charged (causing a series of red runes to glow to life) and release a concentrated burst of red energy about five inches in diameter. This usage requires a three second charge and can only be used once every minute or so. The damage is akin to that of a charged Proto Buster shot but localized over a small area. (600 OM)
[Image: proto.jpg][Image: DAHost.png]
Dante's Abyss 2015
Host
Minato Namikaze Wrote:Tier 1 Transformation – Sage Mode: After years of training with the Toads of Mount Myoboku, Minato learned to sense and control the Natural Energy of the world around him and combine it with his own chakra, enhancing himself in the process. This, however, is a very difficult task and the balance of Natural Energy with his own Chakra must be very precise. Due to this, Minato doesn't like to use this mode for very long and will generally use it for a short period at any given time. Wile Minato is in this form an orange pigment appears around his eyes, while the eyes themselves become a light orange colour with a rectangular pupil in the centre of them.

[Image: XFC1QrH.jpg]

Stat changes
ATK: 3 + 1 (4)
DEF: 1 + 1 (2)
SPD: 4 + 2 (6)
TEC: 2 + 1 (3)

You're fine

Zack Fair Wrote:Per this thread, Zack's fixing to get to go into the Koopa armory and get a few goodies. They've all been changed a bit (or, in the case of the third one, a lot) since the move approval workshop, just a heads up.

Fire Bar Saber (300) Requires Physical Strength – Having studied the lightsaber upon arrival in the Omniverse, Bowser's engineers have turned the fire bar, one of their top defensive mechanisms, into a sword. When in storage it is a simple block on top of a small grip that is large enough to wrap one hand around. When activated, five fireballs stack on top of each other, from the block, for a "blade" length of three and a half feet. It takes approximately a full second for the blade to form, which it does by one fireball materializing on top of another until all five are present. This weapon is fast and easy to wield, but if it takes a blow that is overwhelmingly powerful the fireballs can lose their connection. If this happens they will scatter and disappear, and require a two second recharge before the blade can be recreated. When not in use Zack keeps the deactivated handle on the left side of his belt.

Chain Chomp (600) Requires Physical Strength, Ranged Proficiency, Debuff – A creature shaped like a black ball. It is slightly larger than a basketball and attached to a ten foot long chain. The ball itself is the Chain Chomp, a fully living, sentient creature with large eyes, a mouth, and dangerously sharp teeth. Zack uses it by holding the chain and swinging it at an enemy like a whip. The Chain Chomp will either collide with it's target head on for bludgeoning damage, or latch out bite down with it's sharp teeth. This obviously hurts and can debilitate an opponent, or even be used to pull them closer, but if given slack in the chain the creature will let go of it's prey. The chain chomp is somewhat tame, but when Zack is utilizing it in battle he must make sure to keep a grip on the chain, or else it would hop away and be of no use. When not in use the Chain Chomp, with it's rolled up chain, is stored on the back right of Zack's belt, typically sleeping. When not actively part of the battle, it shrinks to about half it's normal size, which is useful for storage purposes.

Koopa Carbine (600) Requires Ranged Proficiency – A rifle that is custom built by the Koopa engineers. The grip, receiver and the stock are solid black. On the center of the stock, on both sides, is the Koopa Kingdom's logo in dark red red. The barrel, as it extends from the receiver, is designed to look exactly like the classic green warp pipes that are so prevalent in the Koopas' home world. The magazines are a darker orange, with a white "?" engraved into them on one side, and a white "!" on the other. The weapon fires Mini-Bullet Bills, small projectiles with eyes, a mouth, and tiny arms. For all intents and purposes, however, they are standard ammunition. The gun can carry thirty of these rounds in the magazine and one in the chamber. It has two fire modes: semi-automatic, which allows him to fire as fast as he can pull the trigger, or a full auto, which allows him to simply hold the trigger down and empty his magazine. It takes Zack about a second and a half to reload this weapon. When needed, Zack summons the weapon from thin air with Omnilium, which takes about five seconds. When he is done with it, he can make it disappear instantly However, he keeps a three point sling on it, for occasions when he doesn't want to summon it again in a short period of time.

Saber- approved
Chomp- approved at 900
Carbine- How fast is full auto?


Proto Mouse Wrote:Ea - While the sword is longer than Proto Man/Mouse is tall, he is able to wield it with one hand. It has a large pommel, and the blade itself is black. At the tip of the ebony shaft of the weapon is a small bronze cap that looks like a blunted drill bit, which makes the weapon more effective for thrusting or bashing rather than normal swordplay. During combat, the sword can be charged (causing a series of red runes to glow to life) and release a concentrated burst of red energy about five inches in diameter. This usage requires a three second charge and can only be used once every minute or so. The damage is akin to that of a charged Proto Buster shot but localized over a small area. (600 OM)

*grumbles* approved.
[Image: GilgameshDAsig_zpsecqjfngm.png][Image: NB_BadgeRight.png][Image: RhzfCY6.gif] - Credit to Ezzy
Nail Shield Tier 1 Super defensive Move (600 OM) Taken from the popular fan game Mega Man Unlimited, Mega Man forms a shield of nails that block all damage. If it takes too much damage It disappears. If an enemy uses a melee attack or gets too close the nails will do damage.

Nail Chuck (300 OM) This move can only be used when Mega Man is under the effects of Nail shield. The Nails stop blocking damage and fly at opponents doing damage and possibly pinning them to objects. Useful for counterattacking.

Would this be approved?
[Image: images?q=tbn:ANd9GcTDzSWtdpJZU47q04EAgSD...SMadM0brlg]
The Blue Bomber, the world saver, Mega Man to the rescue
Gilgamesh Wrote:Saber- approved
Chomp- approved at 900
Carbine- How fast is full auto?

Ah, my bad. Had to reread it a few times to figure out where the additional 300 OM went on the Chomp, but I think I get it. Works for me. As for the carbine, we'll go with three seconds to empty it. Here's the corrected move, modifications in red.

Koopa Carbine (600) Requires Ranged Proficiency – A rifle that is custom built by the Koopa engineers. The grip, receiver and the stock are solid black. On the center of the stock, on both sides, is the Koopa Kingdom's logo in dark red red. The barrel, as it extends from the receiver, is designed to look exactly like the classic green warp pipes that are so prevalent in the Koopas' home world. The magazines are a darker orange, with a white "?" engraved into them on one side, and a white "!" on the other. The weapon fires Mini-Bullet Bills, small projectiles with eyes, a mouth, and tiny arms. For all intents and purposes, however, they are standard ammunition. The gun can carry thirty of these rounds in the magazine and one in the chamber. It has two fire modes: semi-automatic, which allows him to fire as fast as he can pull the trigger, or a full auto mode that allows him to simply hold the trigger down and fire all the rounds in the magazine, which takes about three seconds if allowed to go from full to empty without stopping. It takes Zack about a second and a half to reload this weapon. When needed, Zack summons the weapon from thin air with Omnilium, which takes about five seconds. When he is done with it, he can make it disappear instantly. However, he keeps a three point sling on it, for occasions when he doesn't want to summon it again in a short period of time.
Mega Man Wrote:Nail Shield Tier 1 Super defensive Move (600 OM) Taken from the popular fan game Mega Man Unlimited, Mega Man forms a shield of nails that block all damage. If it takes too much damage It disappears. If an enemy uses a melee attack or gets too close the nails will do damage.

Nail Chuck (300 OM) This move can only be used when Mega Man is under the effects of Nail shield. The Nails stop blocking damage and fly at opponents doing damage and possibly pinning them to objects. Useful for counterattacking.

Would this be approved?

Sorry to say this but super moves don't work that way. It can only defend not attack. You could just make it a normal move and it might be approved with some editing. With that in mind, how big is the shield, how long does it last, does it cover his entire body? Does it fatigue him?

Nail Chuck- How many nails can he shoot, what is the range, etc.

Zack Fair Wrote:
Gilgamesh Wrote:Saber- approved
Chomp- approved at 900
Carbine- How fast is full auto?

Ah, my bad. Had to reread it a few times to figure out where the additional 300 OM went on the Chomp, but I think I get it. Works for me. As for the carbine, we'll go with three seconds to empty it. Here's the corrected move, modifications in red.

Koopa Carbine (600) Requires Ranged Proficiency – A rifle that is custom built by the Koopa engineers. The grip, receiver and the stock are solid black. On the center of the stock, on both sides, is the Koopa Kingdom's logo in dark red red. The barrel, as it extends from the receiver, is designed to look exactly like the classic green warp pipes that are so prevalent in the Koopas' home world. The magazines are a darker orange, with a white "?" engraved into them on one side, and a white "!" on the other. The weapon fires Mini-Bullet Bills, small projectiles with eyes, a mouth, and tiny arms. For all intents and purposes, however, they are standard ammunition. The gun can carry thirty of these rounds in the magazine and one in the chamber. It has two fire modes: semi-automatic, which allows him to fire as fast as he can pull the trigger, or a full auto mode that allows him to simply hold the trigger down and fire all the rounds in the magazine, which takes about three seconds if allowed to go from full to empty without stopping. It takes Zack about a second and a half to reload this weapon. When needed, Zack summons the weapon from thin air with Omnilium, which takes about five seconds. When he is done with it, he can make it disappear instantly. However, he keeps a three point sling on it, for occasions when he doesn't want to summon it again in a short period of time.

Sorry my bad. For future reference ill explain why it'll cost 300 extra OM. I believe I made it 900 OM for whipping, biting, and pulling in.

Also for this move that means the gun fires 10 bullets per second and reloads in a second and a half. If you could add on some small caveats that would be great.
[Image: GilgameshDAsig_zpsecqjfngm.png][Image: NB_BadgeRight.png][Image: RhzfCY6.gif] - Credit to Ezzy
Gilgamesh Wrote:Sorry my bad. For future reference ill explain why it'll cost 300 extra OM. I believe I made it 900 OM for whipping, biting, and pulling in.

Also for this move that means the gun fires 10 bullets per second and reloads in a second and a half. If you could add on some small caveats that would be great.

I'm just gonna drop the full auto, and round up the reload time a tiny bit.

Koopa Carbine (300) Requires Ranged Proficiency – A rifle that is custom built by the Koopa engineers. The grip, receiver and the stock are solid black. On the center of the stock, on both sides, is the Koopa Kingdom's logo in dark red red. The barrel, as it extends from the receiver, is designed to look exactly like the classic green warp pipes that are so prevalent in the Koopas' home world. The magazines are a darker orange, with a white "?" engraved into them on one side, and a white "!" on the other. The weapon fires Mini-Bullet Bills, small projectiles with eyes, a mouth, and tiny arms. For all intents and purposes, however, they are standard ammunition. The gun can carry thirty of these rounds in the magazine and one in the chamber. It's semi-automatic, which allows him to fire as fast as he can pull the trigger. It takes Zack about two seconds to reload this weapon. When needed, Zack summons the weapon from thin air with Omnilium, which takes about five seconds. When he is done with it, he can make it disappear instantly. However, he keeps a three point sling on it, for occasions when he doesn't want to summon it again in a short period of time.
Approved
[Image: GilgameshDAsig_zpsecqjfngm.png][Image: NB_BadgeRight.png][Image: RhzfCY6.gif] - Credit to Ezzy
Augmented Broom - 600 (Physical, Debuff)
Akin to a staff, but can sweep dust into the eyes of one person (enough to shroud a normal human head) from up to 6 feet away. Must be in a dusty area to use, like a desert or a dusty room.
Death Count: 0
Banish Count: 0
Move Name: Wing Breaker
Regular Move
600 OM
Requires [Physical Strength], [Super Jump - Basic]

Grundy leaps into the air after an opponent (possibly one flung skyward by Grundy himself) and grabs them in flight. Spinning on their descent, he restrains their limbs in a classic piledriver hold and slams them into the ground headfirst, making a crater with the force of impact. Alternatively, he may elect to grab one of their limbs instead of a full grapple, and whip them into the earth on the descent. Grundy and his opponent must fall from a height of at least five meters for this move to deal extra damage above a normal attack. If Grundy can grab an opponent from higher than his jump height, he may deal extra damage dependant on the total fall distance and time to build up velocity. Higher falls may make more of an impact crater as well.
 “I don’t wanna be a product of my environment. I want my environment to be a product of me.”
Hands of the Sculptor
Req: Physical Proficiency
Type: Utility
Price: 300?
Nimo gains the ability to reshape mundane matter like clay. Objects formed are not capable of harming a Prime, nor can Nimo use this directly against Primes. The utility ability seemingly negates physical resistance of an object. In this form, Nimo must work the material manually, and though the effort is minimal, large renovation projects can take time. The downside is that though it does not require physical effort, the mental focus required makes it difficult if not impossible to use in combat, not that it would make any difference.

Later upgrade ideas:
[spoiler]Hands of the Architect: A more precise form which allows Nimo to manipulate a larger area, reshaping it to his will similar to Tactile Telekinesis.
Design of the Architect: Fully telekinetic ability that allows an environmental control and reconstruction. This would require telekinesis, and all of its prerequisites.
Grand Architect: [Super Move] The ability to reshape the local environment into a weapon capable of harming[/spoiler]

Possible Alternatives:
[spoiler]Earth Style: Tactile Earthbending
Req: Physical Proficiency
Type: Utility, Defensive
Price: 600
Nimo can lift and shape earthen materials such as dirt or stone to his will through touch, be it foot or hand.[/spoiler]

Edit: Some people have said in chat the original Hands of the Sculptor might not offer an "advantage" as most moves would. If it is underpowered to the point of being simple RP fodder, then perhaps items shaped into weapons can temporarily effect primes? Say, a minute before it loses this charge?
[Image: tumblr_mflxo2SVIs1s19w4fo1_500.gif]
PVP Flag: Green
Bring it!
Particle Energy Conversion (Requires Ranged Proficiency) - 300 OM

Nealaphh converts a tiny portion of its physical mass into radiant yellow-white energy, which is focused into a hair thin beam of destruction. The amout of matter needed to release this energy is inconsequential, but the God-Mind does require two seconds to trigger the reaction. During this time, it must outstretch a single finger, whose hand glows brilliantly as the energy builds up.

Once the beam fires, it moves at the speed of light and lasts for three seconds before quickly fading. It has a cohesive range of about one hundred yards before beginning to spread out and become harmless. Within that range, the beam is capable of punching through wood, rock, and even thin metal, though it won't remain potent after passing through such materials.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
Omnilium Tempered Spatha (Physical Proficiency) - 300 OM

A basic bladed weapon meant for heavy infantry. The blade is 27.5 inches long and made of tempered steel and omnilium metal. The sword tapers off to a point at the tip and radiates like a prism with all the colors of the rainbow when shown in direct sunlight. Given to Broly by Leia Silvis of the Southern Division, the sword comes with a black leather scabbard trimmed with platinum/steel alloy plating. Along the length of the blade, etched into the metal itself, is the phrase "Res Ad Triarios Venit." The hilt is constructed of polished ivory and specifically tailored to match Broly's grip.

Green Orb (Ranged Proficiency) - 300 OM

Winding up his closed fist Broly summons a bright and translucent neon green energy to his palm over a few seconds. The size of the orb is adjusted based on how much Broly wants to open his hand, ranging from the size of a golf ball to the size of a softball. This ability is ambidextrous and can be used from either hand, but only one at a time. The explosive capability of Green Orb is average, equaling about a fragmentation grenade in punch. The summoned energy is meant to be thrown not held and will dissipate if not used. Once released the first thing it hits will detonate the orb, unleashing it's payload. Effective range is about forty yards with the attack losing petering out and dissipating shortly after forty five yards.
Aura Projection - Requires Physical Strength (600)

Amber controls her aura, having to concentrate on a defensive stance. She protects her body with an overlay of light, covering a specific part of her body, but she cannot cover her whole body at once. While she can still feel the blow, it is tough to break through the shield, for she focuses completely on the defensive capability of the move. As a result, she cannot attack, or for that matter move. It takes 1 second to cover one foot of her body, and her limit is three feet. This means it takes three seconds to reach it's full length, but it doesn't have to cover three feet all at once, and it is stronger the less it covers. So, covering her forearm(roughly one foot) would be a stronger barrier than covering her shoulder to her hand(roughly two feet).
"I've been neglected, harassed, beaten, and diminished all my life. What motivates me to continue? The glory of proving people wrong. Being worth more than the numbing existence offered me. To be a hero." - Amber
Do you Wanna have a Bad Time? Tier 1 Power-Up: 1000 OM

Sans grows enraged, easily noticeable by the blue smoke that bellows from his hands, as well as his eye sockets turning
pitch black and staying that way. He also slides his hood above his head, obscuring all but his large smile. All words suddenly grow cold and disembodied as his stats increase. In this mode, he is ruthless and VERY willing to kill to survive and/or obtain whatever it was he desired.

ATK: +2 (3)
DEF: 0 (0)
SPD: +2 (7)
TEC: +1 (5)
[Image: sanssig.png]
i may be all alone
but i'm here to tell ya honey
that i'm bad to the bone


B-B-B-Bad to the bone


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Jams Bolero Wrote:Augmented Broom - 600 (Physical, Debuff)
Akin to a staff, but can sweep dust into the eyes of one person (enough to shroud a normal human head) from up to 6 feet away. Must be in a dusty area to use, like a desert or a dusty room.

Can you just describe more about how it affects the person and how much time it charges and etc.

SolomonGrundy Wrote:Move Name: Wing Breaker
Regular Move
600 OM
Requires [Physical Strength], [Super Jump - Basic]

Grundy leaps into the air after an opponent (possibly one flung skyward by Grundy himself) and grabs them in flight. Spinning on their descent, he restrains their limbs in a classic piledriver hold and slams them into the ground headfirst, making a crater with the force of impact. Alternatively, he may elect to grab one of their limbs instead of a full grapple, and whip them into the earth on the descent. Grundy and his opponent must fall from a height of at least five meters for this move to deal extra damage above a normal attack. If Grundy can grab an opponent from higher than his jump height, he may deal extra damage dependant on the total fall distance and time to build up velocity. Higher falls may make more of an impact crater as well.

This seems more like a super move than anything else. There's really no way for interaction and seems kinda like a cut scene more than a move. If you still want it to be a normal move add some caveats to this move and then it might seem better.


Nimo Sever Wrote:Hands of the Sculptor
Req: Physical Proficiency
Type: Utility
Price: 300?
Nimo gains the ability to reshape mundane matter like clay. Objects formed are not capable of harming a Prime, nor can Nimo use this directly against Primes. The utility ability seemingly negates physical resistance of an object. In this form, Nimo must work the material manually, and though the effort is minimal, large renovation projects can take time. The downside is that though it does not require physical effort, the mental focus required makes it difficult if not impossible to use in combat, not that it would make any difference.

Later upgrade ideas:
[spoiler]Hands of the Architect: A more precise form which allows Nimo to manipulate a larger area, reshaping it to his will similar to Tactile Telekinesis.
Design of the Architect: Fully telekinetic ability that allows an environmental control and reconstruction. This would require telekinesis, and all of its prerequisites.
Grand Architect: [Super Move] The ability to reshape the local environment into a weapon capable of harming[/spoiler]

Possible Alternatives:
[spoiler]Earth Style: Tactile Earthbending
Req: Physical Proficiency
Type: Utility, Defensive
Price: 600
Nimo can lift and shape earthen materials such as dirt or stone to his will through touch, be it foot or hand.[/spoiler]

Edit: Some people have said in chat the original Hands of the Sculptor might not offer an "advantage" as most moves would. If it is underpowered to the point of being simple RP fodder, then perhaps items shaped into weapons can temporarily effect primes? Say, a minute before it loses this charge?

This seems like all forms would need telekinesis. Also yeah the Hands of the sculptor move would be RP fodder because it cannot be used in combat. Do you want me to look at the alternatives? I'm not sure if you do but it seems like they'll need more elaboration than what you already have.


Nealaphh Wrote:Particle Energy Conversion (Requires Ranged Proficiency) - 300 OM

Nealaphh converts a tiny portion of its physical mass into radiant yellow-white energy, which is focused into a hair thin beam of destruction. The amout of matter needed to release this energy is inconsequential, but the God-Mind does require two seconds to trigger the reaction. During this time, it must outstretch a single finger, whose hand glows brilliantly as the energy builds up.

Once the beam fires, it moves at the speed of light and lasts for three seconds before quickly fading. It has a cohesive range of about one hundred yards before beginning to spread out and become harmless. Within that range, the beam is capable of punching through wood, rock, and even thin metal, though it won't remain potent after passing through such materials.

The strength of it probably depends on what form he is in. It's approved it if you change the charge time to about 4 seconds but otherwise just add a small caveat.


Broly Wrote:Omnilium Tempered Spatha (Physical Proficiency) - 300 OM

A basic bladed weapon meant for heavy infantry. The blade is 27.5 inches long and made of tempered steel and omnilium metal. The sword tapers off to a point at the tip and radiates like a prism with all the colors of the rainbow when shown in direct sunlight. Given to Broly by Leia Silvis of the Southern Division, the sword comes with a black leather scabbard trimmed with platinum/steel alloy plating. Along the length of the blade, etched by into the metal itself, is the phrase "Res Ad Triarios Venit." The hilt is constructed of polished ivory and specifically tailored to match Broly's grip.

Green Orb (Ranged Proficiency) - 300 OM

Winding up his closed fist Broly summons a bright and translucent neon green energy to his palm over a few seconds. The size of the orb is adjusted based on how much Broly wants to open his hand, ranging from the size of a golf ball to the size of a softball. This ability is ambidextrous and can be used from either hand, but only one at a time. The explosive capability of Green Orb is average, equaling about a fragmentation grenade in punch. The summoned energy is meant to be thrown not held and will dissipate if not used. Once released the first thing it hits will detonate the orb, unleashing it's payload. Effective range is about forty yards with the attack losing petering out and dissipating shortly after forty five yards.

Spatha- Approved

Does the size of the orb do anything or is it just cosmetic? Also fragmentation grenade might be a little powerful for a couple second charge and 3 ATK. Maybe add another downside

Amber Veritz Wrote:Aura Projection - Requires Physical Strength (600)

Amber controls her aura, having to concentrate on a defensive stance. She protects her body with an overlay of light, covering a specific part of her body, but she cannot cover her whole body at once. While she can still feel the blow, it is tough to break through the shield, for she focuses completely on the defensive capability of the move. As a result, she cannot attack, or for that matter move. It takes 1 second to cover one foot of her body, and her limit is three feet. This means it takes three seconds to reach it's full length, but it doesn't have to cover three feet all at once, and it is stronger the less it covers. So, covering her forearm(roughly one foot) would be a stronger barrier than covering her shoulder to her hand(roughly two feet).

Approved. Just keep in mind your shield isn't impenetrable haha

Sans Wrote:Do you Wanna have a Bad Time? Tier 1 Power-Up: 1000 OM

Sans grows enraged, easily noticeable by the blue smoke that bellows from his hands, as well as his eye sockets turning
pitch black and staying that way. He also slides his hood above his head, obscuring all but his large smile. All words suddenly grow cold and disembodied as his stats increase. In this mode, he is ruthless and VERY willing to kill to survive and/or obtain whatever it was he desired.

ATK: +2 (3)
DEF: 0 (0)
SPD: +2 (7)
TEC: +1 (5)

Approved
[Image: GilgameshDAsig_zpsecqjfngm.png][Image: NB_BadgeRight.png][Image: RhzfCY6.gif] - Credit to Ezzy
Augmented Broom - 600 (Physical, Debuff)
Akin to a staff, but can sweep dust into the eyes of one person (enough to shroud a normal human head) from up to 6 feet away. Must be in a dusty area to use, like a desert or a dusty room. Can be used immediately with a 3 second cooldown to blind a single person at a time.
Death Count: 0
Banish Count: 0


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