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Official Move Approval IV
Explosive Shield (requires Area Attack Proficiency and Area Defense Proficiency) – 600 OM

A sphere that surrounds a user with a protective barrier for as long as it is sustained. It takes about a second to activate. When the user chooses, the shield will either simply dissipate, or explode outwards, damaging anyone nearby at the cost of more energy. As it is a 360-degree sphere with a regular activation time, this won't block strong piercing attacks, but the explosive effect can be used to turn the tables on an overconfident opponent.

Rocket Blaster - (300, Ranged Proficiency.)

 [Image: prrpm-ar-rocketblaster.jpg]

A replica of the weapon the RPM Rangers used known as the Rocket Blaster. This can hold up to 30 shots, per power pack and Veritas carries 3 power packs on him at a time. It can shoot 2 shots per second. This is a weapon that is kept in a pocket dimension when he is not using it. It's mildly taxing on his stamina, but can be used with other blaster type moves provided that he has at least one of his hands free. Takes seven seconds to summon. When used with both hands the accuracy of the blaster increases to nearly being perfect, but with one hand he only has a 25% accuracy.

Malicious Blaze Kick: (Ranged, Area Attack, Debuff) - 300 OM  

Veritas kicks forward, and a fire ball begins to form. Initially, the fire builds around his foot, before exploding forward. The fireball has quite a bit of concussive force when it is first formed, able to push opponents away, as it moves farther from him, despite growing larger, it loses that sheer kinetic force very quickly. It is still quite dangerous, as being caught inside its growing radius will leave an opponent with burns, and victims caught inside will be unable to see outside of the flames until they have moved out of the fireball or it has disappeared. The fireball starts initally, with the first kick, at a size of about two meters across. It moves forward at about 15 mph. Once it has moved five meters from Veritas it begins to grow in size, but loses most of its damaging force. The fireball will continue to move forward in the direction it has been kicked until it gets about twenty meters away, at a maximum range of Forty Feet. The Fireball can expand until it is the size of a Mini Van. When this kick is done he is covered in a white, red and gold suit of armor to protect him from the flames he is using.

This cannot be used with other moves, and requires his full concentration. It also is very draining on his stamina, so he can't use the attack twice in a row, but must wait at least 1 minute.
Whelp, here's a whole bundle of moves inspired by the events of DA. No rush, I've got some pretty weird ones in there (sorry, I tried to pre-balance them as well as possible >.<)
I have not yet purchased homing proficiency, just wanted to confirm that I (a. need it for these, and b. it will do what I want done with these)

Words of Encouragement (T1 utility move: requires healing, homing and ranged proficiencies; 600 OM)
Ink-blood surges from the Sage’s wounds, forming into words in an undecipherable language. The tendrils of inky letters swirl upwards about 1.5 meters above the Sages head, before flying out to heal those around him to a maximum of 10 meters away. The ink-blood will splatter at/into their various injuries, working to fill in holes and sew up cuts. The longevity of the black ink stains on the person’s skin are up to the preferences of the individual writer, but the Sage’s healing usually does not leave one good as new. The Sage cannot use this move unless he has taken at least five points of damage or an otherwise noticeable injury from which the ink can flow, as such he must have a pre-existing injury/damage to use this move in the first round of a given fight.


A Martyr’s Verse (T1 utility move: requires healing, homing and ranged proficiencies; 600 OM)
Seeing his allies in a bad situation, the Sage gets involved in a reckless way. He takes a hit without defending it, instead opting to follow through with a strong melee attack of his own. The Sage will always take between 1 and 3 point of damage from using this move. As his inkblood sprays from the injury, it snakes through the air, moving to heal his allies who need it more, to a maximum distance of 8 meters away. Because this ink is fresh, it can do its job quite well, stitching slices and filling holes on the targets. (The 1-3 damage that the Sage takes can be converted to additional points healed on his targets) The Sage cannot use this move to deal himself more damage than he has remaining, attempts to overdraw will nullify the bonus healing, (though still deal damage to the Sage). He cannot use this move in non-combat situations and he must have witnessed at least some of the injuries that the allied targets have suffered. The Sage cannot use this move to target himself.

Avatar of an ink-stained soul (T2 power-up)
The Sage is enveloped in a coating of ink, taking on a black and liquid countenance. The ink coating covers both body and equipment, rendering him a shining black being, save for two eyes burning a brilliant white. This strange form is extremely powerful, far stronger than a human’s capabilities, with a speed and skill to match. The form is also extremely taxing on the Sage’s body, and prolonged use would likely kill him. At the end the ink will splatter off of the Sage onto the surroundings, like ink spraying from a leaky pen.

ATK: +5
DEF: -
SPD: +4
TEQ: +1


ATK: 1 --> 6
DEF: 3 --> 3
SPD: 2 --> 6
TEQ: 5 --> 6


An archer’s withdrawal (requires master acrobat, basic super jumping, physical proficiency; 300 OM)

A tactic that the Sage was taught by the wood elves he spent time with as a youth, the Sage can use this maneuver to gain distance on an enemy when in close combat. The Sage dodges a blow by bending backwards, far enough that he cannot maintain his balance. Catching himself with his hands, the Sage will snap his momentum back forward, intending to plant his feet on the attacker (the success of this would be dependent on the relative SPD and TEQ of the target). If successful the Sage then kicks off of his purchase on the target, leaping backwards approximately ten feet and hopefully staggering the target (an ATK or DEF higher than 3 would be enough to prevent the stagger effect). The Sage uses this move to distance himself from a bad situation quickly, and while the move does not draw any more stamina than the average bout of fighting, the surprise of the move is half of its effectiveness. If the Sage uses this move on an enemy who has seen it used recently their effective TEQ is doubled for their ability to predict this move. If the move is correctly countered, the Sage will be at an extreme disadvantage until he can rebalance himself, the perfect opportunity to press the attack.


A three-step waltz (requires Physical Proficiency 300 OM)

A technique from the Rhynish Steppes of the Sage’s homeland. The Sage steps into a feinted blow, ending up to the left of his attacker, facing the opposite direction. (see the arrows below to help with the positioning. The Sage than snap kicks at the side of his opponent’s knee (or a move to a similar effect if the target does not have the standard bipedal structure.) intending to cripple their stance and leave them vulnerable for the third step, a two-handed strike aimed at the back of the neck. The Rhynish warriors use blades specially designed for this technique, but the Sage’s dueling cane is still capable of landing significant blows to his foe’s head or neck with this sequence.


> <         >            >
              <            ^
1.            2.     3.


This sequence is anything but assured, however, what was described above is the ideal course of the maneuver. During the first step, the Sage and his target compare TEQ, to see how well the foe read the feint. In addition, both compare SPD, as those with fast enough reflexes could fall for the trick, but still get out of the way before the Sage can capitalize. The difference here is carried over to the second stage, where ATK is compared to see how well the Sage’s attempt to destabilize the opponent and open them up for a solid blow works. The relative values for all three of these stats will impact whether or not the Sage lands a blow with significant force, or if the sequence is neutralized by his opponent. Like any good magician, the Sage is loath to repeat his tricks. If the Sage uses this tactic against a foe who has recently seen it used, they may double their TEQ for the purpose of seeing the attack coming. Should the Sage be beaten on all three comparisons when attempting to use this move, his enemy has countered the tactic so well that the Sage himself is left wide open for an attack instead of his opponent.
If history is to become legend, it first must be recorded.
Lava Jet (600, Ranged Proficiency, Debuff Proficiency)

Rather than bothering to create a weapon to focus her lava, Lord Dominator can just expel it in a stream from her palms. This is essentially a firehose, only instead of creating a jet of water to douse fires, it shoots out a pressurised burst of lava in order to start them! The size of the stream is variable; the smaller the stream the further it will travel but the weaker it will be. In addition, the lava is most dangerous up close, where the pressure is greatest. On its most common setting, the widest jet approximately two feet in diameter, it has enough force to carry a target of Dominator's mass approximately a hundred feet and pin them against a surface with the same strength as though Dominator were wrestling them herself. It can be focused down to a single finger, at which point it can shoot out about three hundred feet but is going to be barely a dribble - stinging but not that dangerous. Damage is proportional to the amount of lava the target can be doused with; it burns and sears, and is generally very painful where it touches and can't be easily brushed away. In addition, substance will harden when the stream stops and will attempt to cling and reform around whatever it has splattered against. The lava jet can only be fired if Dominator has summoned her Lava Gauntlets, which takes three seconds, and she can sustain it for as long as she has Volcanium X to channel; more than a minute of sustained use at its widest setting or five minutes at its weakest is going to be a significant drain on her resources, however. 

Volcanium Sword (600, Tier 1 Super Move, Physical Strength, Ranged Proficiency, Remote Control Proficiency)

[Image: gy4kFKN.jpg]

By using Volcanium X to cover her entire forearm, and extending it out into a jagged blade, Dominator can create a viciously sharp, burning weapon capable of inflicting extremely painful wounds on her opponent. The blade doesn't just cut, it leaves a trail of raw Volcanium X in its wake. Unlike the focused magma and lava that Dominator usually uses, this does not attempt to bind, constrict or harden; it only burns and will continue to burn until it is extinguished. The blade extends about six inches beyond the end of Dominator's arm; but given she can stretch her arm thanks to Elasticity that can be a surprisingly long distance indeed.

Emergency Shielding (600 Tier 1 Super Defense, Area Defense Proficiency)

[Image: sST7h4u.jpg]

If there is one thing Dominator has learned in the Omniverse, it is that there can be all manner of surprises, and her armour can't keep her safe against all of them. She's integrated a protective device into her helmet as a failsafe. If she has enough Volcanium X (coughSPcough) left, it will generate a powerful protective field of dark red energy using that power at a simple mental command. The shield covers her in a complete, 360 degree radius, though the only way for someone else to benefit from it would be for them to be literally hugging her... in which case, they probably have other problems to deal with. It takes relatively little power to sustain once it has been activated, but the shield is opaque and two-way, so Dominator can't see or attack whilst the shield is in force.
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PvP FLAG: RED

Please message me before you attack my character or assault my base! Thanks!
Editing some already approved Moves...

"mjolnir.exe" (300) [Physical Strength, "AdaptoidDatabase.zip"]
After processing the program for 0.5 1.5 seconds, Vision forms Thor's mystical hammer in his right hand. As shown in the picture, the handle is just long enough to barely fit two hands and a hammerhead with the dimensions of 133x133x219 mm. He may use it for two three swings before it dissipates into code, regardless of whether any of them land. A swing is defined as it is in baseball - a full swinging motion, hit or miss, and disregarding any slight preparatory twitches. While using his fists is much more efficient, Vision's Mjolnir is several times stronger than his punches. Plus, it has the added effect of slightly electrocuting the target. As powerful as the hammer is, it is still incredibly heavy (the Adaptoid's poor attempt at emulating the famous enchantment) and takes a lot of effort to swing. Furthermore, it is quite draining to summon (the math is really complicated). This move has an Adaptoid cooldown of 1 second and a general cooldown of 5 4 seconds.

"unibeam.exe" (300) [Ranged, Area Attack, "AdaptoidDatabase.zip"]
The center of Vision's chest transforms with minimal effort, turning into a glowing circle of light meant to emulate Tony Stark's arc reactor. Then it charges, preparing to fire a clumsy attack. The preparation sequence (the transforming + the charging) takes 1.5 seconds. The resulting blast can affect everyone within 2 meters in a cone of 90 60 degrees, centered around where he's pointing it. It doesn't do any damage, but it does some damage, and pushes you a little harder than a grown man would. Any damage done is caused by you being pushed really hard. As earlier mentioned, it affects everyone within the cone of influence - friendlies also get pushed. Vision must be completely stationary for the duration of this whole move, charging period included - this means no moving and no Moves. If he is Flying, he will remain exactly where he is. This move has an Adaptoid cooldown of 4 seconds.

"webshooters.exe" (300 600) [Ranged, Debuff, "AdaptoidDatabase.zip"]
Vision presses both of his middle and ring fingers to his palms, launching two projectiles with an effective range of 5 meters at a target up to two targets from his wrists. The projectiles cause no damage, but if the target is hit, they will envelop them in a sticky white substance resembling spiderwebs. One projectile renders the target unable to move at all for 1.5 seconds each - if both projectiles hit the same target, the target cannot move for 3 seconds. Alternatively, the Vision will fire two ropes of web with the same effective range at up to two targets. If any of these ropes land, the Vision will yank the target towards him. This action will generally pull the target around 3 meters. This Move has an Adaptoid cooldown of 1 second and can be used 6 times per fight before it needs to be recharged.
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01001101 01100001 01100100 01100101
01111001 01101111 01110101
01101100 01101111 01101111 01101011
(Since I am trying to get OM to buy some items, I'm not gonna buy this move until I'm in the Dark Data mission, but I will still try to get this approved.)

Whirlpool Kick (300 OM, Requires Physical Strength, Area Attack, Ranged Proficency)

Abyss starts spinning very rapidly and creates a whirlpool around herself, dragging opponents in so they can be kicked by Abyss in a very quick manner before being launched away by one last hook kick. The whirlpool around Abyss reaches up to 25 feet away from Abyss and lasts around 6 seconds, and the waters and Abyss spin at around 35 MPH, and dragging opponents in depends on how close a person is to the center/Abyss, with opponents being dragged more the closer they are to the center/Abyss. While the whirlpool only lightly hurts people with water, once a person reaches the center they are subject to a big amount of damage from a series of quick and powerful kicks moving as fast as bullets.

A major disadvantage to the Whirlpool Kick is that it drags in both allies and enemies, and while the whirlpool will not damage allies, they are not immune to the kicks unleashed at the center, and will be damaged if they end up being dragged or knocked into the center. Using the Whirlpool Kick will also drain a large portion of Abyss's stamina, and will leave her winded after use. Abyss must stay in the same place while spinning to use the move, and as such, she will be unable to simultaneously use this move with other moves.
(07-07-2017, 10:55 PM)Hunter Hayes Wrote: Holy Weapons (Physical, Ranged, Area Attack, Debuff, Area Shield) 900 OM:

[Image: Johanna_HotS_Art.jpg] The weapons, demonstrated by Johanna.

This is a flail and shield inspired by the armaments of Johanna the Crusader. They can be summoned on the fly, taking a second for the two to materialize or disappear.

The flail's ballast is approximately one foot in long and four inches wide, with the middle covered in a ring of  pointy spikes. The chain that connects it to the handle is three feet long. Hunter isn't very skilled with it, but knows enough to use it in battle. It's balanced in weight, speed and power, with the power of the weapon being higher than the other stats.

The shield is about 5 feet tall and two feet wide, designed in the shape of a cross. It's very heavy, and Hunter is reduced to walking speed while equipped with it. It's also very good at defending, and is suitable for pushing and bashing.

By shouting "Lux Dei" and pushing the shield forward, a blinding light shines forth from the front of the shield for a moment, as wide as the shield and extending up to 5 feet. The light functions similarly to his Holy Salt attack, except the blinding only lasts for a second and the burning is much more intense and can possibly inflict first-degree burns. Hunter needs to stand still to cast it, and is slightly tiring to use.
[Image: m2c7s.jpg]
Incarnation of Abeloth - Tier 1 Transformation

Stat Points to Distribute: 17

ATK: 5
DEF: 8
SPD: 2
TEC: 2

Abeloth, also known as the Bringer of Chaos and Beloved Queen of the Stars, was a being very powerful in the dark side of the Force and the light side of the Force. She had no equal in power and only with the combined effort of the Jedi and Sith were they able to beat her into submission. Even so, Grandmaster Luke Skywalker was ever vigilant that she would return someday, because she was not something that could be destroyed permanently. The voices of her countless forms whisper to Trixie through the dark side and during a moment of extreme duress the Sith Warrior snaps and the two sides of the force that violently clash within the universe find balance within her body. Through the very use of the Force, Trixie taps into the wealth of power that Abeloth had at her control and becomes the Queen of the Stars. Her appearance is radically changed, becoming more like a spectre than that of a human. Whatever she is wearing is melted away, leaving her body naked and featureless, wearing nothing but a translucent silken gown. If it weren't for her feminine face you wouldn't know that the hideous amalgamation of razor teeth and black hole eyes belonged to a woman. Trixie is uncharacteristically evil in this form, desiring the destruction of everything around her, allies and enemies alike.
[Image: trixiesig2018.png]
Always Outnumbered, Never Outgunned
Changing some text on Soul Eater. It won't affect combat. 

Soul Eater (300, Physical Strength, Debuff)The Soul Eater is a falchion-esque sword, with a white, black and gold blade shaped like a demonic wing. Its handle bears a blue eye shaped gemstone and the handle itself consists of dark braids. It has a striking resemblance to Way to the Dawn, as well as Void Gear The weapon can be summoned at will, appearing in Repliku's hand when he needs it. It's an intermediary of the key-blade, and while it does possess some of the same powers, such as being able to vanquish Heartless, it cannot lock/unlock anything, unfortunately. The blade has been purified of the darkness it once possessed, because he has determined that he will become a good guy here in the Omniverse. This is the reason that the blade's color scheme has changed, to one that is more visually appealing. 
I will be revising Katana slightly.
[spoiler]Katana: (300)
Takezo carries on his person a katana stolen from the corpse of a previously slain enemy. The sword is overall 36 inches. 12 inches is the hilt and handle, with twenty four being the blade. For Takezo's height it is on the short side of proper length. The blade is proper length, but the long handle is abnormal on most swords. It is meant to allow a better leverage grip that many might see on cavelry weapons, emphasizing both control and strength, while reducing the length of the cutting edge. The sword possess a Koshi Sori, a bend closer to the tang. The most common Sori is a Tori Sori, or a curvature nearest the middle of the blade. Takezo's Sori depth is average in most ways. The Koshi Sori allows for a quicker draw and easier sheathing. Takezo always wields the Katana two handed for maximum strength and control.

Takezo has trained to aim for exposed major and minor arteries. As such, a victim of his blade is left with a bleeding wound, dealing extra damage to the wounded target for a few seconds before the bleeding stops. Repeated slashes add accumulative damage. The damage over time is mild, and the duration for each cut is no more than three seconds.

[/spoiler]

The underlined section from the first paragraph will be removed, since it caused issues.

The second part will be rewritten to:
Katana: Shallow Cut (Standard) 300:
(Insert first paragraph here)

Takezo breaks down his sword art into several techniques. His most commonly used technique is called Shallow Cut and originates from a torture and execution technique called Lingchi, or Death by a Thousand Cuts. The process was slow and painful - not to mention very bloody.

Takezo swings his sword effortlessly, leaving shallow wounds. The lack of force in each attack allows them to be quicker and more accurate, at the cost of immediate damage. Instead the wounds bleed for a few seconds. Repeated slashes add accumulative bleed damage. If Takezo lands five cuts in the span of one minute (from first to last) the target's defense lowers slightly for thirty seconds. If another five cuts land before the debuff duration ends, the timer is refreshed.

Wielding his katana in this manner is almost effortless, requiring more focus than actual physical exertion, and as such it is his most common method of attack. The fast strikes are more difficult to evade, but easier to block, and does not leave too many openings for counter strike.

New move (or possibly variant)c
Katana: Deep Cut (300)
Against particularly hearty foes, Takezo will apply a greater amount of force to his swings. These slower strikes hearken more towards traditional Samurai training, with far fewer directions and much more rigerous stance to maximize power. This technique is called Deep Cut. It sacrifices speed for power, making it easier to dodge. It also leaves openings for swift and skilled fighters to counter.

The power it bestows, however, allows Takezo to cut through defenses. Deep Cut does far greater initial damage than Shallow Cuts, but does not aim to leave any bleed damage. Trying to block Direct Cut forces a person or object not secured to the ground in the direction of the attack. For example, a shield or sword may be knocked from its owner's hand, or a blocking barbarian may be knocked down from the attack. The distance depends on how much lower the target's ATK (Ability to push back) is than Takezo's. Less than 2 points is a few feet or so, while 3 or more is a few yards. Matched or greater attack than Takezo does not suffer the Knockback effect.

If Deep Cut lands, the target is in shock for a couple of seconds. They do not feel the severity of the wound for up to ten seconds, allowing them to continue to act normally. At the end of ten seconds, the pain hits, leaving them stunned for two seconds. Repeated hits with Deep Cut extends the Shock and stun duration by half of the initial value.

The effort it takes per each Deep Cut prevents it from being used as common as Shallow Cuts, but Takezo can use it up to five times in a row before his hands hurt from the impact. It is often interspaced within Shallow Cuts or used to break through a target's shield or guard.
Blinding Ball (300 OM, requires Ranged, Debuff, Area)
Aquamarine creates a ball of hard light from the tip of her wand before launching it at her opponent, causing a explosion that is meant to both hurt the opponent and to blind the opponents around him. The ball is around 1 foot in diameter, and can be launched as fast as a bullet at the opponent up to a range of 100 feet. Upon colliding with the opponent, the ball of solid light explodes, causing some blunt damage to the opponent and anyone in a 3 foot radius of the opponent, and blinds anyone who sees the explosion in a 30 foot radius of the blast for 5 seconds due to the explosion being extremely bright, including herself if she's within the range of the bright flash. Creating and launching the ball of light takes a good amount of stamina for Aquamarine, and the ball of light takes 4 seconds to create. Aquamarine can move around while creating the ball, but she must stand still in order to launch the ball of light at the opponent. Lastly, if the wand is taken from Aquamarine, she will be unable to use the move, though once she regains the wand she will be able to use the move again.
CAROLINA SMASH - 300 OM - Requires physical strength, Burst Movement, Super Speed, Area Attack

All Might crosses his arms in front of himself, and then taking about a second using Burst Movement to rocket to full speed without needing to gather momentum, charges head-on towards his target. Once he collides head-on with his target he performs a cross-chop with enough force to radiate a shockwave forward. Due to the more focused strike than "Destoit Smash" the shockwave takes an X shape, the edges of the shockwave sharp and pointed. The shockwave only extends about five feet away from him. The edge of the shockwave feels like getting slashed by a sword, while getting caught by the center of the X feels like being pierced by a harpoon.

It takes about a second for the X shockwave to radiate outwards completely. 

All Might is able to control his strength, and will try to hold back on using this move against ordinary opponents. This move is also easier to dodge than the punch, as it really only harms what is directly in front of All Might. If an opponent is able to guess where All Might is heading, the attack is easy to side-step. All Might isn't able to change direction while charging without dropping his arms, thus he's only able to attack with Carolina Smash after heading down a straight line. 

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[Image: Avengers.png][Image: 7ukWEQd.jpg][Image: westside.png]
Grimbark (Tier 2 Powered-Up Form) – 23 stats total (from stat upgrades) – 2 SP per post – 1500 OM

[spoiler][Image: tumblr_miax17niQa1r6pazeo1_500.png][/spoiler]

The transition into Grimbarkness is an irrepressible and terrifying process, characterized by Jade slipping into the fabled blackdeath trance of the woegothics, quaking all the while in the bloodeldritch throes of the broodfester tongues. Her skin becomes a sooty gray, and her eyes begin to glow an unholy, burning white, hungry green flames flickering within the iris. A thorny void-black aura mingled with more staticky green fire rings her frame, and her teeth and fingernails become pointed and wicked sharp. Jade’s personality is also wildly altered along with her physical appearance and strength, as she becomes bloodthirsty, irritable and outright callous, even toward her allies.

Stats:
ATK: 10
DEF: 6
SPD: 5
TEC: 2

Iron Lass (Tier 2 Power-Up) – Adds 10 stats – 2 SP per post – 1500 OM

[spoiler][Image: jade_vs_jack_by_severumchameleon-d8otc2f.png][/spoiler]

Jade equips an armored suit riddled with integrated micro-circuitry. This suit helps to moderate her body temperature and mostly guards Jade from any attacks, although debuff attacks that alter body temperature will still bleed through the red and gold metal. The boots and gauntlets shoot out rays of bluish repulsion energy that allows for Jade to fly with increased speed, although the repulsor rays do not harm enemies or allies.

Stat Increase:
ATK: (+1)
DEF: (+5)
SPD: (+3)
TEC: (+1)
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New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Psionic Intrusion Rebuttal (Requires Homing Proficiency, Ranged Attack Proficiency, Telepathy, Foresight, Insight) 300 OM

Tearen senses an imminent incoming telepathic attack, and prepares his own mind for defense, which takes 2 seconds of preparation, during which time he cannot take any other actions. In addition to negating any single mental attack, if the opponent has a lower TEC than Tearen, they are subjected to an immediate psychic counter-attack in the form of a surge of mental pain and confusion. This defense also applies to opponents that try to analyze Tearen with their Insight power, but in either case, Tearen must have the ability to predict and prepare Psionic Intrusion Rebuttal. Though retaliating in this manner doesn't use much energy, if Tearen cannot use his foresight for some reason, this defense cannot be used. If an opponent has a higher TEC than Tearen, this defense does not affect them.


Mutual Combat Hypothesis (Requires Homing Proficiency, Ranged Attack Proficiency, Telepathy, Insight, Foresight, Time Manipulation) 300 OM

Tearen selects one target and charges this move, which takes five seconds. He can move during this time, but he cannot attack or use any power that requires focus. Once the move is prepared, Tearen locks both himself and the target into a temporary physical time-stasis, while allowing the fight to continue between their linked minds. Five seconds of combat takes place in this mental battlefield, during which time Tearen analyzes the opponent's defense and techniques. Upon releasing the stasis, Tearen deletes the opponents' memory of the exchange, and allows combat to progress in the exact same manner, except this time, Tearen takes advantage of any analyzed openings and delivers one melee attack that cannot be blocked.

This technique is exhausting on many levels, and Tearen cannot use any extrasensory powers or time manipulation for the remainder of the round it is used. In addition, Tearen cannot use this technique if any other combatants are in the immediate area; otherwise it will cause a time paradox that results in Tearen's Time Manipulation burning out for the remainder of the fight.


Panic Infection [Tier 1 Utility Move] (Requires Homing Proficiency, Ranged Attack Proficiency, Debuff Proficiency, Telepathy, Enhanced Senses) 600 OM

Tearen focuses for three seconds, taking no other actions, before gripping the mind of a single person he can sense in range of his telepathy, and subjects them to horrifying full-sensory hallucinations for the span of one minute. The exact nature and appearance of the imagery can vary, but the practical effects are that the victim is overcome with panic and is unable to use any power or move that requires focus for the duration of this attack. The hallucinations cannot make any person appear somewhere they are not, nor conceal any combatants, nor 'alter' the basic layout of the battlefield. Though the target may still use simple attacks, they will be rushed and sloppy. Targets with high TEC or Insight may be able to tell the hallucinations are fake, but the images are still vivid enough that they can distract and demoralize with at least partial effectiveness.

Once the duration of this attack is complete, the hallucinations instantly end, but the target may still remain shaken for some time depending on their mental resiliency to abject horror, though this has no practical impact.


Panic Outbreak [Tier 2 Utility Move] (Requires Homing Proficiency, Ranged Attack Proficiency, Debuff Proficiency, Area Attack Proficiency, Telepathy, Enhanced Senses) 800 OM

This move has all the same effects as described in Panic Infection, except that its effect can be extended to three targets at once. All targets of this attack share their hallucination, and can 'see' what is happening to the other targets.
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
(07-07-2017, 03:16 PM)Goku Wrote: Spirit Bomb (Ranged, Ranged Materialise Proficiency) (600 OM not including Proficiencies)

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The Spirit Bomb calls upon the power of all living things, beginning with those closest to the user and then spreading out within the same 'verse. Intelligent living creatures have to actively choose to give excess life energy to the Spirit Bomb by raising their hand, but unintelligent animals and plants will automatically lend their power to the attack. The Spirit Bomb can be gathered in two ways, either into the user's own hand, or into the sky above the user. The former version is more limited, only able to create a Spirit Bomb the size of a basketball, the latter can technically keep going until all the excess energy available has been taken - potentially creating a sphere of enormous size to drop out of the sky on the opponent. 

The power of a fully-charged Spirit Bomb is immense, and the technique has the advantage of taking very little of the user's own energy. However, the downside is the time it takes to charge. Even a one-handed Spirit Bomb takes at least ten seconds of uninterrupted concentration in which the user cannot defend themselves in any way. To completely charge a Spirit Bomb, the user has to stand with their hands in the air, completely unable to defend themselves, for five full minutes. Although it is possible to continue to charge the attack whilst being hurt, the user has to maintain absolute focus on the Spirit Bomb and is unable to take any other offensive or defensive actions during the charging process. 

When directed to attack, the Spirit Bomb moves about as fast as any other ki blast - roughly as swiftly as an arrow- and Goku is accurate out to 50 meters for every point of Tec, though once it is thrown the Spirit Bomb will keep going until it hits something and explodes. Goku cannot 'cancel' the Spirit Bomb or control its movement after setting its initial trajectory.


Super Kamehameha (Tier 1 Super Move) (600 OM)

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The Super Kamehameha is an upgraded version of the Kamehameha. By really giving it his all (and a little bit of SP), Goku is able to circumvent the usual charge up time of the Kamehameha and throw out an incredibly powerful beam of energy some 30 feet in diameter in the time it takes him to cup his hands and intone the word 'Kamehameha' then throw them forwards. As with the regular Kamehameha, he is accurate out to approximately 50 meters for every point of Tec. The Super Kamehameha moves at the same speed as the regular kamehameha - about the speed of an arrow.

Just gonna need you to give me a max size for the sphere in the sky version of spirit bomb.

(07-07-2017, 10:55 PM)Hunter Hayes Wrote: Holy Weapons (Physical, Ranged, Area Attack, Debuff, Area Shield) 900 OM:

[Image: Johanna_HotS_Art.jpg] The weapons, demonstrated by Johanna.

This is a flail and shield inspired by the armaments of Johanna the Crusader. They can be summoned on the fly, taking a second for the two to materialize or disappear.

The flail's ballast is approximately one foot in long and four inches wide, with the middle covered in a ring of  pointy spikes. The chain that connects it to the handle is three feet long. Hunter isn't very skilled with it, but knows enough to use it in battle. It's balanced in weight, speed and power, with the power of the weapon being higher than the other stats.

The shield is about 5 feet tall and two feet wide, designed in the shape of a cross. It's very heavy, and Hunter is reduced to walking speed while equipped with it. It's also very good at defending, and is suitable for pushing and bashing.

By shouting "Lux Dei" and pushing the shield forward, a blinding light shines forth from the front of the shield for a moment, as wide as the shield and extending up to 5 feet. The light functions similarly to his Holy Salt attack, except the blinding only lasts for a second and the burning is much more intense and can possibly inflict first-degree burns. Hunter needs to stand still to cast it, and is slightly tiring to use.

Lux Dei - Don't get into the habit of saying 'This move functions the same as this move only a little different'. Explain what the move does in the move's description. Shield and Flail approved, please edit the third move accordingly.
Explosive Shield (requires Area Attack Proficiency and Area Defense Proficiency) – 600 OM

A sphere that surrounds a user with a protective barrier for as long as it is sustained. It takes about a second to activate. When the user chooses, the shield will either simply dissipate, or explode outwards, damaging anyone nearby at the cost of more energy. As it is a 360-degree sphere with a regular activation time, this won't block strong piercing attacks, but the explosive effect can be used to turn the tables on an overconfident opponent.

Rocket Blaster - (300, Ranged Proficiency.)

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A replica of the weapon the RPM Rangers used known as the Rocket Blaster. This can hold up to 30 shots, per power pack and Veritas carries 3 power packs on him at a time. It can shoot 2 shots per second. This is a weapon that is kept in a pocket dimension when he is not using it. It's mildly taxing on his stamina, but can be used with other blaster type moves provided that he has at least one of his hands free. Takes seven seconds to summon. When used with both hands the accuracy of the blaster increases to nearly being perfect, but with one hand he only has a 25% accuracy.

Malicious Blaze Kick: (Ranged, Area Attack, Debuff) - 300 OM

Veritas kicks forward, and a fire ball begins to form. Initially, the fire builds around his foot, before exploding forward. The fireball has quite a bit of concussive force when it is first formed, able to push opponents away, as it moves farther from him, despite growing larger, it loses that sheer kinetic force very quickly. It is still quite dangerous, as being caught inside its growing radius will leave an opponent with burns, and victims caught inside will be unable to see outside of the flames until they have moved out of the fireball or it has disappeared. The fireball starts initally, with the first kick, at a size of about two meters across. It moves forward at about 15 mph. Once it has moved five meters from Veritas it begins to grow in size, but loses most of its damaging force. The fireball will continue to move forward in the direction it has been kicked until it gets about twenty meters away, at a maximum range of Forty Feet. The Fireball can expand until it is the size of a Mini Van. When this kick is done he is covered in a white, red and gold suit of armor to protect him from the flames he is using.

This cannot be used with other moves, and requires his full concentration. It also is very draining on his stamina, so he can't use the attack twice in a row, but must wait at least 1 minute.

As it has been 96 hours, I am bumping these.

Edit from Daniel: It has been less than 20 minutes since I posted a response here. If you think that I haven't seen the moves, then you're not thinking.
(07-09-2017, 12:15 PM)Cell Wrote: Updating the Ki Blast Move (changes in Bold). Everything else is a new Move.

Ki Beam; Ranged, Remote Control (900)
A variety of Ki Beam attacks taken from fighters such as Goku, Piccolo, Vegeta, and Freiza. Though the poses and appearances of the attacks may vary, their mechanical effects are all similar. A Ki Beam is a meter thick sustained emission of energy that travels bullet-fast along a straight path towards a target. Rather than explode on contact, it deals continuous damage as long as the beam is maintained, though Cell must remain still while firing this attack. However, if his foe attempts to avoid the attack, he can cause the beam to "chase" them. The Ki Beam can be charged for greater damage, up to five seconds for about twice the destructive potential, and it can be maintained for up to fifteen seconds. Cell can utilize the Kaio-Ken Technique to bypass the charge time to unleash a Ki-Beam at full strength, but doing so causes damage to his body. Goes by various names: Kamehameha, Galick Gun, Masenko, and Death Beam, among other less-used names.

Ki Blast; Ranged (900)
By focusing his energy, Cell can form a melon-sized orb of yellowish ki in one of his palms. Driving his hand towards a target, the ball assumes a teardrop shape when launched and erupts in a meter wide explosion on contact with a surface or opponent. It takes a brief second to reform the energy in between blasts, but he can chain these together by alternating his hands. This attack deals similar damage to a standard punch or kick, but can be utilized at a range of about one kilometer and moves as quickly as a bullet. One of Cell's most simple techniques, the ease of this attack allows Cell to fire it while moving. However, should he desire, Cell can up the ante with his Ki Blasts. By remaining still and charging the blast for up to five seconds, he can deal about twice as much damage. Furthermore, should Cell utilize the dangerous Kaio-Ken Technique, he can fire a charged Ki Blast without needing to actual charge it, though this causes his body physical harm. A charged Ki Blast goes by such names as Light Grenade, Big Bang Attack, and Burning Attack.

Ki-Infused Attacks: Physical Strength (600)
In addition to his standard physical strikes, Cell has mastered his ki to the point where he can imbue his strikes with it to deal additional damage. However, such power comes at a cost of time and stamina. Cell can charge any basic physical attack for up to five seconds, dealing twice the damage on a full charge. By utilizing the Kaio-Ken Technique, Cell can bypass the charge time, but such power comes at the cost of his health.

Tier 1 Super Utility: Solar Flare; Debuff, Ranged, Area Attack (600)
Cell places his hands beside his face, fingers spread and palms towards his enemy. By emitting a bright flash of Ki from his palms and shouting the attack's name, the bio-android temporarily blinds his opponent in an attempt to allow himself to escape. Works like a Deku Nut item, but only in regards to increasing escape chance.

Vitality Drain; Physical Strength, Debuff Proficiency (300)
By stabbing his tail into a foe, Cell can drain away their vital fluids and lifeforce, though this takes time. It would take nearly 2 minutes of continous draining to actually kill an average opponent with this attack, while tougher targets may take even longer. Still, after even a short time a person being drained will feel weaker than usual. While insignificant victims may be unable to free themselves before becoming too weak to resist, Primes and powerful Secondaries are usually able to escape from Cell's clutches before any significant harm is done, unless they've already been beaten into submission.

Ki Beam - Approved as long as the difference in bllasts is strictly cosmetic (so basically the colour). I would probably remove the death beam cosmetic part of this move though (considering it is a finger beam and not as large as the others you have mentioned).

Ki Blast - approved, don't forget to purchase the difference.

Ki-Infused Attacks - Approved

Solar Flare - What is the range, how long are people blinded for?

Vitallity Drain - Approved

(07-09-2017, 11:04 PM)Veritas Night Wrote: Explosive Shield (requires Area Attack Proficiency and Area Defense Proficiency) – 600 OM

A sphere that surrounds a user with a protective barrier for as long as it is sustained. It takes about a second to activate. When the user chooses, the shield will either simply dissipate, or explode outwards, damaging anyone nearby at the cost of more energy. As it is a 360-degree sphere with a regular activation time, this won't block strong piercing attacks, but the explosive effect can be used to turn the tables on an overconfident opponent.

Rocket Blaster - (300, Ranged Proficiency.)

 [Image: prrpm-ar-rocketblaster.jpg]

A replica of the weapon the RPM Rangers used known as the Rocket Blaster. This can hold up to 30 shots, per power pack and Veritas carries 3 power packs on him at a time. It can shoot 2 shots per second. This is a weapon that is kept in a pocket dimension when he is not using it. It's mildly taxing on his stamina, but can be used with other blaster type moves provided that he has at least one of his hands free. Takes seven seconds to summon. When used with both hands the accuracy of the blaster increases to nearly being perfect, but with one hand he only has a 25% accuracy.

Malicious Blaze Kick: (Ranged, Area Attack, Debuff) - 300 OM  

Veritas kicks forward, and a fire ball begins to form. Initially, the fire builds around his foot, before exploding forward. The fireball has quite a bit of concussive force when it is first formed, able to push opponents away, as it moves farther from him, despite growing larger, it loses that sheer kinetic force very quickly. It is still quite dangerous, as being caught inside its growing radius will leave an opponent with burns, and victims caught inside will be unable to see outside of the flames until they have moved out of the fireball or it has disappeared. The fireball starts initally, with the first kick, at a size of about two meters across. It moves forward at about 15 mph. Once it has moved five meters from Veritas it begins to grow in size, but loses most of its damaging force. The fireball will continue to move forward in the direction it has been kicked until it gets about twenty meters away, at a maximum range of Forty Feet. The Fireball can expand until it is the size of a Mini Van. When this kick is done he is covered in a white, red and gold suit of armor to protect him from the flames he is using.

This cannot be used with other moves, and requires his full concentration. It also is very draining on his stamina, so he can't use the attack twice in a row, but must wait at least 1 minute.

Explosive Shield - You need to consider the fact that moves are more powerful based on their downsides. The only downside you have to this is a one second charge time (which is basically instant). The explosion part of this move isn't going to do much damage as it is. Startling? Yes. Threatening? not really.

What does the sphere look like? How long does this shield last (or does it last indefinitely/ until it is destroyed by an enemy or the user dissipates it? Does it cost energy to maintain or is it use and forget?

Rocket Blaster - What is the reload time?

Malicious Blaze Kick - Again, how is this going to be damaging? unless this move is super exhausting, it's going to very little, there's no downsides to balance out the damage you want it to do. Please think your moves through a bit more.
(07-13-2017, 07:03 PM)Daniel Wrote:
(07-09-2017, 12:15 PM)Cell Wrote: Updating the Ki Blast Move (changes in Bold). Everything else is a new Move.

Ki Beam; Ranged, Remote Control (900)
A variety of Ki Beam attacks taken from fighters such as Goku, Piccolo, Vegeta, and Freiza. Though the poses and appearances of the attacks may vary, their mechanical effects are all similar. A Ki Beam is a meter thick sustained emission of energy that travels bullet-fast along a straight path towards a target. Rather than explode on contact, it deals continuous damage as long as the beam is maintained, though Cell must remain still while firing this attack. However, if his foe attempts to avoid the attack, he can cause the beam to "chase" them. The Ki Beam can be charged for greater damage, up to five seconds for about twice the destructive potential, and it can be maintained for up to fifteen seconds. Cell can utilize the Kaio-Ken Technique to bypass the charge time to unleash a Ki-Beam at full strength, but doing so causes damage to his body. Goes by various names: Kamehameha, Galick Gun, Masenko, and Death Beam, among other less-used names.

Ki Blast; Ranged (900)
By focusing his energy, Cell can form a melon-sized orb of yellowish ki in one of his palms. Driving his hand towards a target, the ball assumes a teardrop shape when launched and erupts in a meter wide explosion on contact with a surface or opponent. It takes a brief second to reform the energy in between blasts, but he can chain these together by alternating his hands. This attack deals similar damage to a standard punch or kick, but can be utilized at a range of about one kilometer and moves as quickly as a bullet. One of Cell's most simple techniques, the ease of this attack allows Cell to fire it while moving. However, should he desire, Cell can up the ante with his Ki Blasts. By remaining still and charging the blast for up to five seconds, he can deal about twice as much damage. Furthermore, should Cell utilize the dangerous Kaio-Ken Technique, he can fire a charged Ki Blast without needing to actual charge it, though this causes his body physical harm. A charged Ki Blast goes by such names as Light Grenade, Big Bang Attack, and Burning Attack.

Ki-Infused Attacks: Physical Strength (600)
In addition to his standard physical strikes, Cell has mastered his ki to the point where he can imbue his strikes with it to deal additional damage. However, such power comes at a cost of time and stamina. Cell can charge any basic physical attack for up to five seconds, dealing twice the damage on a full charge. By utilizing the Kaio-Ken Technique, Cell can bypass the charge time, but such power comes at the cost of his health.

Tier 1 Super Utility: Solar Flare; Debuff, Ranged, Area Attack (600)
Cell places his hands beside his face, fingers spread and palms towards his enemy. By emitting a bright flash of Ki from his palms and shouting the attack's name, the bio-android temporarily blinds his opponent in an attempt to allow himself to escape. Works like a Deku Nut item, but only in regards to increasing escape chance.

Vitality Drain; Physical Strength, Debuff Proficiency (300)
By stabbing his tail into a foe, Cell can drain away their vital fluids and lifeforce, though this takes time. It would take nearly 2 minutes of continous draining to actually kill an average opponent with this attack, while tougher targets may take even longer. Still, after even a short time a person being drained will feel weaker than usual. While insignificant victims may be unable to free themselves before becoming too weak to resist, Primes and powerful Secondaries are usually able to escape from Cell's clutches before any significant harm is done, unless they've already been beaten into submission.

Ki Beam - Approved as long as the difference in bllasts is strictly cosmetic (so basically the colour). I would probably remove the death beam cosmetic part of this move though (considering it is a finger beam and not as large as the others you have mentioned).

Ki Blast - approved, don't forget to purchase the difference.

Ki-Infused Attacks - Approved

Solar Flare - What is the range, how long are people blinded for?

Vitallity Drain - Approved
Ki Beam: I probably will and tie it into Special Beam Cannon. Thanks. And yeah, the difference is purely cosmetic. Color and stance. Nothing more.
Solar Flare: 

Quote:Deku Nut/Flashbang Grenade – 200 OM

When thrown at the ground, Deku Nuts explode, stunning and blinding those who see the flash. Great for setting up a Super Attack (makes it so that an opponent can only defend with a Super Defense), or increasing your chances of successfully escaping from a fight.
 

Whatever the range and duration is on this? That said:

Tier 1 Super Utility: Solar Flare; Debuff, Ranged, Area Attack (600)

Cell places his hands beside his face, fingers spread and palms towards his enemy. By emitting a bright flash of Ki from his palms and shouting the attack's name, the bio-android temporarily blinds his opponent(s) in an attempt to allow himself to escape. Works like a Deku Nut item, but only in regards to increasing escape chance. A Solar Flare can affect anyone actively engaging Cell in combat, without distance restriction (though it requires line of sight to the bioandroid), and the blindness typically only lasts about 30 seconds before the victim can see again.
[Image: Jacksig.png]
@Cell; Solar Flare Approved
Explosive Shield (requires Area Attack Proficiency and Area Defense Proficiency) – 600 OM

A sphere that surrounds a user with a protective barrier for as long as it is sustained. It takes about a second to activate. When the user chooses, the shield will either simply dissipate, or explode outwards, damaging anyone nearby at the cost of more energy. As it is a 360-degree sphere with a regular activation time, this won't block strong piercing attacks, but the explosive effect can be used to turn the tables on an overconfident opponent. This takes him about half a minute, or thirty seconds of charging up. As a result of this, this does medium damage. It can be used with other moves, but the moves must not be energy based. This also has a forty five second cool down, upon a single use of the Shield.

Rocket Blaster - (300, Ranged Proficiency.)

A replica of the weapon the RPM Rangers used known as the Rocket Blaster. This can hold up to 30 shots, per power pack and Veritas carries 3 power packs on him at a time. It can shoot 2 shots per second. This is a weapon that is kept in a pocket dimension when he is not using it. It's mildly taxing on his stamina, but can be used with other blaster type moves provided that he has at least one of his hands free. This takes seven seconds to summon, and 15 seconds to reload, per reload. This can be used with other moves, but using it on it’s own increases the accuracy because he can hold it with both hands, allowing him a 25% accuracy increase.

Fixed these two, I believe. Upon thinking about it, I realized that Malicious Blaze Kick wouldn't fit as is, so I am rewriting it from scratch.
Hoping to reword/update a few moves.

ORIGINAL

Blade of Lost Souls - Requires Physical Strength (300)

[spoiler]The cursed Blade of Lost Souls is a katana with a three foot long blade and foot and a half long red handle. Through wielding this blade Renji can speak with the demon Kuzuru and draw upon the demonic energies required for some of his other moves. The sword also grants Renji access to his acrobatic prowess and while he is skilled in his own right, without the blade he is no where near as agile. Renji's fighting style is a very fluid and mobile reactive style, preferrering to dodge or parry blows before exploiting mistakes and weaknesses.[/spoiler]

UPDATE

Ouroboros Blade (300) (Requires Physical Strength)

[spoiler]A katana measuring about 40 inches overall, with 12 being the hilt and handle while the remaining 28 inches form the blade. The handle is wrapped in a scarlet strip of cloth, with the tail of this cloth hanging a few inches off the bottom. This cursed blade allows Renji to communicate with the demon Kuzuru and the other souls trapped within. While Renji is skilled in his own right the majority of his battle prowess is linked to the blade and if he is separated from it his strength greatly diminishes. With the blade Renji's fighting style is fluid and dynamic, preferring to dodge or redirect incoming attacks while waiting for a vulnerability to expose itself.[/spoiler]

ORIGINAL

Metal-plated Geta - Requires Physical Strength (600)

[spoiler]Geta are traditional Japanese wooden sandals. Renji's geta have metal plates on the bottom of them which he can use to block incoming melee attacks. They also allow Renji to deliver nasty kicks.[/spoiler]

UPDATE (I also think this one should be priced down to 300 rather than 600)

Metal-plated Sandals (300) (Requires Physical Strength)

[spoiler] Renji wears a pair of Japanese geta (wooden sandals) on his feet. These sandals have been fitted with several metal strips on the soles. These metal plates allow Renji to block incoming physical attacks. They also slightly increase the strength behind his kicks at the cost of speed.[/spoiler]

ORIGINAL

Kuzuru (2000) Alternate Form

[spoiler]ATK - 4
DEF - 1
SPD - 3
TEC - 2

Renji skewers himself with his own sword, allowing the demon within the Blade of Lost Souls to consumed him. Renji's skin flushes a dark red and his body grows stronger and taller. The demon is much more aggressive than his human counterpart and thrives upon bloodshed and battle. However he isn't unintelligent, in fact Kuzuru is quite clever when he isn't bloodthirsty. He is more likely to preform risky maneuvers and trade equal blows with his opponents, because after all this isn't his actual body. Once in this form it is incredibly difficult for Renji to take back control, and oftentimes only death or a nearly fatal fight will be able to jar Kuzuru's hold loose. While in this form Renji is unable to use the Blade of Lost Souls  [/spoiler]

UPDATE

Kuzuru (2000) Alternate Form

[spoiler]ATK - 4
DEF - 1
SPD - 3
TEC - 2

Renji skewers himself with his own sword, allowing the demon within the Ouroboros Blade to consume him. His body becomes bulkier and more athletic while his skin takes on a ruddy hue. Kuzuru is much more aggressive than his human counterpart and revels in bloodshed and calamity. While bloodthirsty he is not an idiot and is proven to be quite clever. Despite this he can be quite reckless with his body, because it really isn't his at the end of the day. Once Renji allows Kuzuru to take control it is quite difficult for him to regain control over his own body and will often stay in this form for weeks or months at a time. In this form Renji has access to a different set of moves and powers, this is spelled out in-depth in his roster.  [/spoiler]
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