The following warnings occurred:
Warning [2] Undefined array key "suspendposting" - Line: 1231 - File: showthread.php PHP 8.3.25 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/showthread.php 1231 errorHandler->error_callback




Thread Rating:
  • 6 Vote(s) - 4.33 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Official Move Approval IV
Double post blame my phone >.<!!
[Image: -Gildarts-fairy-tail-35651033-300-180.gif]
"I have never met a strong person with an easy past." -Atticus
Multi-Weapon Construct Apparatus MK I: (1500 OM, Physical Strength, Ranged Proficiency.)

This device was one that didn't exist, back in Warren's world. Created using data on Hard Light Technology, this is capable of making a few preset constructs that have been programmed into it. The constructs it makes are limited to hand held things, and currently, only a few defaults have been installed as capabilities of the device. This also has his communicator and mobile data verse device integrated into it. Unlike his devices, this is one that Warren has built for himself. These moves can be used while he is moving, and if he has a hand free they can be used with other moves so long as the move doesn't conflict.

The first construct is an elegant purple and black Calvary sword that has golden trim. This sword can be used for melee combat and is a simple construct with no special properties, and is an ordinary sword. This takes two seconds to summon. This is a foot and a half long.

The second construct granted by the Multi-Weapon Construct Apparatus is a set of hooked swords. These can be used defensively to parry attacks that are directed by crossing them together. They can also be used to travel along zip lines, but their primary use is to cut an enemy down to size. Despite being constructs they are ordinary blades with no special properties. This takes five seconds to summon both. These are about two and a half feet long.

The third form of the Multi-Weapon Construct Apparatus's construct is an assault rifle with 30 shots. Each shot is the size of a tennis ball. The rifle takes him seven seconds to summon and appears to be your standard purple/black/silver assault rifle, albeit transparent. This is the standard weight, length and height of an assault rifle as well as weight. This takes him seven seconds to summon. It has a clip of about 30 shots. Two shots can be fired per second. Takes three seconds to reload ten shots. Alternately by dismissing this and thus being unable to use it for about eight seconds it can be completely reloaded.

The fourth of the constructs is a circular shield, but with wicked blades on the edges of the shield. This can be used offensively by being hurled at an enemy to cut them up or by being used as a 'chainsaw' when a button inside it is pushed to cut down multiple enemies with the blades on the shield. The downside is that the shield is like a boomerang, and so the move could come back to bite him once he pushes the button, and throws it. The shield has the dimensions of a circular disc shield, like that used by Captain America, with 6 inch 'blades' sticking out of the outer part of the disc shield.

The shield is about 2.5 feet in diameter. There is another tactic that could be employed with the shield, pushing the button without throwing it when one is surrounded by multiple opponents.
Previous Move Wrote:Katana: (300 OM)
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.

Iaido: First Strike (300)
This technique can only be used once per encounter, as it requires drawing and immediately attacking in one fluid motion to catch an opponent off guard. Due to it relying on surprise, those with Foresight are immune, as they usually have the ability to predict this type of attack.

Takezo's first strike seeks to put a foe at a disadvantage. He does this by going for a vital slash, right across the chest. This grievous wound not only deals heavy bleed damage, but hampers the victim's breath, due to each expansion of their chest causing extraordinary pain. A victim that cannot breath cannot properly move. If Takezo lands his Iaido: First Strike, the victim takes three seconds of heavy bleed damage and suffers a slight reduction to speed.
Ika Wrap (600 OM, Requires Ranged Proficency, Hive Mind)

Abyss tears off one of her two tentacles willingly or commands one of her tentacles if it was cut off of her body, so she can have it wrap around the body of someone. The tentacle moves at around 50 Miles Per Hour torward the opponent, and once the tentacle reaches the opponent, the tentacle wraps around the opponent's waist (or a equivalent to a waist if they do not have one.) After wrapping around the opponent's waist, Abyss can choose when to have it start to squeeze, and once the tentacle starts to squeeze it deals some damage in internal bleeding from the squeezing. In addition, Abyss can choose at any time to release the tentacle from the opponent so she can have it return to her, or to have the tentacle move from one opponent to another. The squeezing can last as long as the tentacle is alive, and the tentacle generally lives for four hours before dying. One of the major drawbacks of the move is that after the first use, Abyss cannot use her Coiled Tentacle Cannon with both of her tentacles any more, and after the second use she can't use any moves involving her tentacles. The Tentacle can only move up to 50 Feet away from Abyss before disconnecting from Abyss's focus and becoming useless for the rest of the battle.

There are a few ways to get the tentacle off of you if you happen to be squeezed by the tentacle though. While Abyss can still attack and move while using this move, if she gets hit while she uses this move, the tentacle will temporarily fall off until she gets back up. You can also break the tentacle and have it die early if you can tear it apart, but you will have to have a ATK higher than Abyss's DEF in order to do this. You can also move out of range to cause the tentacle to become useless and fall off of you.

(Waiting to get 6000 OM before I purchase it)
Void Soul Imaging
"Tut-tut, always so quiet little one. Has the grub got your tongue? Or maybe you have nothing to say? Hahaha, calm yourself for I jest, I jest, Little Ghost. Here, try doing... this instead."
- Unknown inhabitant of Hallownest's Soul Sanctum

Cost: 0 OM (is purely a fluff move)
Requires: Teachings on the properties of Void & Soul by Little Ghost or any of his appropriate secondaries.
Little Ghost is mute. No matter how hard he tries he can utter no sound beyond the creak of exerted joints or the clack and tap of carapace upon carapace. This, the shaping of blackest ink of void and whitest glow of soul into various black and white images, texts, or other symbols, was taught to him by a sympathetic bug in the Soul Sanctum. Little Ghost only remembers the bug to be of about his height except for the massive white crown of horns...


Grandmaster's Lesson: Perfect Parry
"To wield a Nail is to take your instincts and cut down all obstacles before you. To master a Nail is to take that instinct and utterly break it before reforging it into something else entirely. None of my other students could grasp this fully, perhaps you will be the one?"
- Sly of Dirtmouth, Shopkeeper and Nail Grandmaster

Cost: 300 OM
Requirements: Physical Strength Proficiency, Burst Movement, The Pure Nail
To wield a Nail is to be one with it. To hone it is to sharpen oneself. Raising your Nail to the highest of purity equally raises the core of yourself and thus you attain the first enlightenment of war, that that to Block is to Cut. By combining the quick acceleration inherent in an insectoid frame, a Burst Movement pounds out this technique to block an attack.

Superior skill and reflexes pay a significant role here, allowing one to unleash a slash, stab, cut, or hack timed to negate an incoming attack by striking its very concept out of its path, or splitting it down the middle, to create a 3 by 2 feet safe space 'screen' to hide behind for a couple of seconds. Regarding projectiles striking this 'screen' of conceptual parrying, the first (and then about one in five) to strike it would ricochet back along a natural path. A difficult and demanding technique, using it in quick succession is apt cause great fatigue.

Due to how Perfect Parry is performed, Little Ghost might be able to strike at his enemy if he parries while they are in reach of his Nail.


Monarch Wings
[spoiler][Image: attachment.php?aid=32][/spoiler]"Wings of ethereal matter that shimmer in the air, what a lovely sight."
- Unknown

Cost: 300 OM
Requirements: Super Jumping Advanced, Burst Movement
A pair of ethereal wings that glow with a soothing pale light while in use, these wings allow you to control your movements in mid air with short hops so long as the total upward movement in your hops does not exceed the maximum altitude as given by your flight/jumping power and any limits or boosts imposed upon it.

With this you can use Burst Movement in direction, should you somehow be prevented from doing so, provided that you are not being physically held and kept still.


Attached Files
.jpg   IMG_4163.JPG (Size: 41.86 KB / Downloads: 597)
"So you'd pursue the deeper truth? It isn't one the weak could bear."


"Prove yourself ready to face it. I'll not hold back. My needle is lethal and I'd feel no sadness in a weakling's demise."


"Show me you can accept this Kingdom's past and claim responsibility for its future."
Normal Move - Feed (300 OM)
[Physical Strength, Debuff Proficiency]

 Harlan lunges at an opponent in melee range and grabs them with both hands. Anyone exceeding Harlan's ATK can attempt to prevent this initial grapple and interrupt the second stage of the move from occurring.

If the Grapple is succesful, Harlan leans in and savagely bites into the target's exposed flesh, rending the skin and letting their blood (or blood analogue) flow. He remains attached and draining blood for five seconds, although opponents can break the grapple before then depending on their ATK.

Once Harlan either finishes feeding or is forced away, the opponent is affected by flu-like fragility and light-headedness. The lowers their ATK by a minor amount for 30 seconds.

This move will not work on non organic targets, and if an organic target has some other type of bodily fluid that would be corrosive or harmful instead of blood, Harlan can damage himself by feeding on them.
 “I don’t wanna be a product of my environment. I want my environment to be a product of me.”
I'm updating Enel's Lightning Storm to modern standards. No approval needed.

Quote:Lightning Storm OLD
One of the more powerful and potentially destructive lightning attacks in Enel's arsenal. Enel begins lightning storm by raising his staff above his head and spinning it in a circle, generating lightning. The longer he charges at this stage, the more powerful the result, but Enel can continue to pour power into the attack even after it has been fired. Enel's staff is not strictly required to perform this move; in a pinch he can use his hands or even just one hand, though this will diminish its efficacy.

Once ready, Enel can direct the lightning in any direction he chooses. He can send it out in multiple directions, cause it to converge in one location, and even redirect it mid-flight for any combination of these effects. The longer it was charged, the greater the results. It requires at least two seconds to windup but can be charged for potentially even up to a minute, though this is unlikely in a heated battle and it's almost as strong as is going to get after around thirty seconds or so.

New:

Lightning Storm
One of the more powerful and potentially destructive lightning attacks in Enel's arsenal. Enel begins lightning storm by raising his staff above his head and spinning it in a circle, generating lightning. The longer he charges at this stage, the more powerful the result, but Enel can continue to pour power into the attack even after it has been fired. Enel's staff is not strictly required to perform this move; in a pinch he can use his hands or even just one hand, though this will diminish its efficacy.

Once ready, Enel can direct the lightning in any direction he chooses. He can send it out in multiple directions, cause it to converge in one location, and even redirect it mid-flight for any combination of these effects. The longer it was charged, the greater the results. It requires at least two seconds to windup but can be charged for potentially even up to a minute, though this is unlikely in a heated battle and it's almost as strong as is going to get after around thirty seconds or so.

The lightning travels as fast as a bullet, and Enel must be essentially stationary to perform the move (he can still move slightly, for example to dodge projectiles) until it has fully discharged.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
Electromagnetic Listening (Enhanced Senses) (300)
Enel can use the power of his Devil Fruit combined with his Mantra (Enhanced Senses) to listen to anyone within the range of his Enhanced Senses. This follows the rules of normal Enhanced Senses, so conversations at his maximum range will be much harder to discern. It requires him to focus on listening, making it difficult to do in the midst of battle, but it can even pick up whispers.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
Chinstrap Aang
[spoiler]
(05-31-2017, 09:16 PM)Aang Wrote: Sorry for so many move approvals back to back... XD I'm gonna do a few here to sorta stock up for later.

Breath of Fire T1 Super Attack (600)

Requires: Area Attack, Debuff, Ranged
Fire is created by channeling one's Chi. Chi is produced through breath. Thus; breath is fire. (Continued flavor text here...)

Aang takes a takes a deep breath through the nostrils, then exhales a massive cone of fire. The range is a fifty foot cone of effect that bathes everything in a brilliant flame of swirling reds, violets and blues. The attack is as beautiful as it is deadly, with anything caught in the area of effect caught ablaze, taking extra burn damage until they quench the flames.

Victims on fire may roll on the ground for two seconds to quench the flames, or jump in a sizeable water source to do so immediately. The manner in which the flames swallow objects in their path render most ordinary defense useless, though T1 Super Defenses or higher can effectively nullify Breath of Fire.

Air Bomb(600)
Requirements: Super Jump, Area Attack, Ranged Proficiency

Aang leaps into the air, then with a burst of Airbending he jets back down, slamming into the ground. The impact creates a concussive shockwave that sends anything not bolted down flying directly away from Aang - friend and foe alike. The blast expands ten foot for every ten foot Aang drops, and the force of the blast is increased similarly, with the center of the area of effect being the most devastated.

The downside of this is that after thirty feet, the impact begins to recoil, dealing damage to Aang as well as to those caught in the shockwave itself. There is almost no upper limit to how high Aang can drop from, as long as he can reach that altitude. The only true upper limit is the point at which Aang Aang would not survive the impact. (100 foot per DEF.)

During the descent, Aang is incapable of bending, using the entire descent to charge up the high density air pressure prior to impact. If interrupted, the attack becomes inert. If there is thirty foot between the ground and Aang, he may catch himself and float harmlessly to the ground. If not, he impacts full force, taking the damage of the recoil without dealing the damage of the explosion.

Fireball (600)

Requires: Ranged, Debuff
Quick jabs of the feet, legs, elbow, or other body part create a burst of flame that seeks to catch whatever it is aimed at ablaze. The initial blow is not great at all, but the small fireballs set the target on fire, dealing minute damage over time. Repeated fireballs yield a stacking effect. The target can take a moment (two seconds per charge) to pat out the fire. Rolling on the ground for five seconds removes all charges, as does jumping into a sizeable body of water.

Aang can vary the rate of fire from two shots per second to one shot every other second. The rapid fire tactic is excellent in dealing massive damage to a target, but it is insanely tiring on the stamina. By slowing down and firing only one shot every other second, he has time to breath and can use this technique almost indefinitely, as Chi is directly derived from the power of breath. Because of the varied parts of the body that can produce Fireballs, this can be used in conjunction with other Bending without decreasing the attack rate.

In essence, the fireball is not a direct damage dealer, but a tactic to wear down his opponents, forcing them to submit or flee before they are burned alive.

Stone Shield (600)
Requires: Area Shield(maybe?)
Aand creates a temporary shield two foot in radius, which he manually manipulates to take the brunt of a blow. To manipulate this shield requires a dedicated hand, meaning two shields can be manipulated the same time. However, a single hand cannot manipulate a Stone Glove and Stone Shield at the same time.

Aang is capable of creating a shield almost instantly, but this shield is weak and often only dampens an impact before crumbling away. By taking time, Aang can lift a much larger stone, then by squeezing his hand force the stone to condense down into the two foot radius. He can take up to ten seconds to create a single shield, at which point the shield (though the same size as the instant version) weighs over ten times the instant version.

The Stone Shield(s) remain at the edge of five feet. They cannot move closer or further without becoming extremely burdensome to manipulate, due to either cramping his movements, or becoming too heavy at range.

Ice Spear (600)
Ranged, Debuff
For just a regular attack, this is one of Aang's most lethal techniques. It involves creating a simple, foot long shard of packed ice. A single shard can be created in three second, but for each second that Aang concentrates, he can create an extra shard, and elongate the collective. At twenty seconds, he is capable of creating three shards that reach five foot in length. During this charge time, he is capable of dodging, but attacks are less accurate, due to the heavy focus on the task.

The victims of these shards suffer not only severe piercing damage, but the intense cold spreads, freezing the area around it. The wound and local area are disabled until the target actively removes the shard and then breaks the surrounding ice. If a single victim is hit with all three of the max charged Ice Spears, they shatter, bathing the target in their shrapnel. The shards do not disable, but they are extremely cold and uncomfortable.

Again, apologies for swarming the thread! This should hold me up for a while to come, but... no promises. XD

Breath of Fire: Is the cone 50 feet at the base, or 50 feet in length? What’s the other dimension? How fast does the fire move, or how long until the flames reach their maximum range?

Air Bomb: Does this do damage to enemies or just knock them over? How long does the whole maneuver take to execute? Can he do this on-the-fly or does he need to stop and spring from a standing position? How draining is this on his stamina to perform? You’ll have to set a maximum height here, which can’t be higher than your level of Super Jumping. This would put your current maximum at 10 meters (33~ feet) if you so desire, and when you upgrade to higher levels of jumping you can just post here with an update and get it squared away.

Fireball: What’s the size on these? How fast do they move? What’s their effective range? Can this be used while running around and dodging or does it require him to stand and take aim? Do these eventually extinguish if the foe ignores them? I’d say you wouldn’t need to pay 600 for this if you’re just changing the fire rate and nothing else about it.

Stone Shield: How much stronger than the base form is the charged version? Can these be summoned while doing other things or does he need time to stop and concentrate on doing it? How draining are these on his energy? Do these inhibit his use of other moves at all? What do you mean by “remain at the edge of 5 feet”? You would need Area Defense for this.

Ice Spear: How fast do these move when launched? What’s the effective range? Would being hit cause his concentration to break? How draining is this on his stamina? How large of an area is “local” on the debuff?
[/spoiler]

Batsy
[spoiler]
(06-07-2017, 01:54 PM)Batman Wrote: T1 Powerup: Strength Pill 1000 OM

Designed by Lex Luthor in order to fight the dictator superman. It was designed to give normal men a fighting chance against people like Superman and Wonderwoman.


[Image: 2468063b1dc987c2449be3a2b8aadb4a.jpg]

Stats:
Atk:+2
Def:+2
Spd:+1
Tec:-

Approved!
[/spoiler]

Shinny
[spoiler]
(06-07-2017, 11:00 PM)Shinmen Takezō Wrote:
Previous Move Wrote:Katana: (300 OM)
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.

Iaido: First Strike (300)
This technique can only be used once per encounter, as it requires drawing and immediately attacking in one fluid motion to catch an opponent off guard. Due to it relying on surprise, those with Foresight are immune, as they usually have the ability to predict this type of attack.

Takezo's first strike seeks to put a foe at a disadvantage. He does this by going for a vital slash, right across the chest. This grievous wound not only deals heavy bleed damage, but hampers the victim's breath, due to each expansion of their chest causing extraordinary pain. A victim that cannot breath cannot properly move. If Takezo lands his Iaido: First Strike, the victim takes three seconds of heavy bleed damage and suffers a slight reduction to speed.

How draining is this to perform? You’ll need Debuff for this.
[/spoiler]

Squid Kid
[spoiler]
(06-08-2017, 02:32 AM)Abyss Wrote: Ika Wrap (600 OM, Requires Ranged Proficency, Hive Mind)

Abyss tears off one of her two tentacles willingly or commands one of her tentacles if it was cut off of her body, so she can have it wrap around the body of someone. The tentacle moves at around 50 Miles Per Hour torward the opponent, and once the tentacle reaches the opponent, the tentacle wraps around the opponent's waist (or a equivalent to a waist if they do not have one.)  After wrapping around the opponent's waist, Abyss can choose when to have it start to squeeze, and once the tentacle starts to squeeze it deals some damage in internal bleeding from the squeezing. In addition, Abyss can choose at any time to release the tentacle from the opponent so she can have it return to her, or to have the tentacle move from one opponent to another. The squeezing can last as long as the tentacle is alive, and the tentacle generally lives for four hours before dying. One of the major drawbacks of the move is that after the first use, Abyss cannot use her Coiled Tentacle Cannon with both of her tentacles any more, and after the second use she can't use any moves involving her tentacles. The Tentacle can only move up to 50 Feet away from Abyss before disconnecting from Abyss's focus and becoming useless for the rest of the battle.

There are a few ways to get the tentacle off of you if you happen to be squeezed by the tentacle though. While Abyss can still attack and move while using this move, if she gets hit while she uses this move, the tentacle will temporarily fall off until she gets back up. You can also break the tentacle and have it die early if you can tear it apart, but you will have to have a ATK higher than Abyss's DEF in order to do this. You can also move out of range to cause the tentacle to become useless and fall off of you.

(Waiting to get 6000 OM before I purchase it)

Do these move along the ground? Can these be manipulated while Abyss is running around or does she need to stand and concentrate? How draining is this on her stamina to maintain? For the bit about ATK vs DEF, I’d change it to it taking longer with a lower DEF, rather than outright being impossible. Otherwise you could strangle someone indefinitely which isn’t really fair. Also, you won’t be causing internal bleeding straight-away with a regular move to anyone but the weakest enemies, so I’d change the strength here to be a little less intense. Bear in mind how much you do exactly will depend on stat comparison, but something like “moderately damaging, up to painful bruising” would be fine.
[/spoiler]

Brave Lil' Ghoster
[spoiler]
(06-08-2017, 02:41 AM)Little Ghost Wrote: Void Soul Imaging
"Tut-tut, always so quiet little one. Has the grub got your tongue? Or maybe you have nothing to say? Hahaha, calm yourself for I jest, I jest, Little Ghost. Here, try doing... this instead."
- Unknown inhabitant of Hallownest's Soul Sanctum

Cost: 0 OM (is purely a fluff move)
Requires: Teachings on the properties of Void & Soul by Little Ghost or any of his appropriate secondaries.
Little Ghost is mute. No matter how hard he tries he can utter no sound beyond the creak of exerted joints or the clack and tap of carapace upon carapace. This, the shaping of blackest ink of void and whitest glow of soul into various black and white images, texts, or other symbols, was taught to him by a sympathetic bug in the Soul Sanctum. Little Ghost only remembers the bug to be of about his height except for the massive white crown of horns...


Grandmaster's Lesson: Perfect Parry
"To wield a Nail is to take your instincts and cut down all obstacles before you. To master a Nail is to take that instinct and utterly break it before reforging it into something else entirely. None of my other students could grasp this fully, perhaps you will be the one?"
- Sly of Dirtmouth, Shopkeeper and Nail Grandmaster

Cost: 300 OM
Requirements: Physical Strength Proficiency, Burst Movement, The Pure Nail
To wield a Nail is to be one with it. To hone it is to sharpen oneself. Raising your Nail to the highest of purity equally raises the core of yourself and thus you attain the first enlightenment of war, that that to Block is to Cut. By combining the quick acceleration inherent in an insectoid frame, a Burst Movement pounds out this technique to block an attack.

Superior skill and reflexes pay a significant role here, allowing one to unleash a slash, stab, cut, or hack timed to negate an incoming attack by striking its very concept out of its path, or splitting it down the middle, to create a 3 by 2 feet safe space 'screen' to hide behind for a couple of seconds. Regarding projectiles striking this 'screen' of conceptual parrying, the first (and then about one in five) to strike it would ricochet back along a natural path. A difficult and demanding technique, using it in quick succession is apt cause great fatigue.

Due to how Perfect Parry is performed, Little Ghost might be able to strike at his enemy if he parries while they are in reach of his Nail.


Monarch Wings
[Image: attachment.php?aid=32]"Wings of ethereal matter that shimmer in the air, what a lovely sight."
- Unknown

Cost: 300 OM
Requirements: Super Jumping Advanced, Burst Movement
A pair of ethereal wings that glow with a soothing pale light while in use, these wings allow you to control your movements in mid air with short hops so long as the total upward movement in your hops does not exceed the maximum altitude as given by your flight/jumping power and any limits or boosts imposed upon it.

With this you can use Burst Movement in direction, should you somehow be prevented from doing so, provided that you are not being physically held and kept still.

Perfect Parry: How long does this take to cast? Can it be used while moving? Does it require concentration to cast? Can it be used with other moves?

Monarch Wings: That’s fine. Approved.
[/spoiler]

Higgs Broson
[spoiler]
(06-08-2017, 06:48 AM)Harlan Higgs Wrote: Normal Move - Feed (300 OM)
[Physical Strength, Debuff Proficiency]

 Harlan lunges at an opponent in melee range and grabs them with both hands. Anyone exceeding Harlan's ATK can attempt to prevent this initial grapple and interrupt the second stage of the move from occurring.

If the Grapple is succesful, Harlan leans in and savagely bites into the target's exposed flesh, rending the skin and letting their blood (or blood analogue) flow. He remains attached and draining blood for five seconds, although opponents can break the grapple before then depending on their ATK.

Once Harlan either finishes feeding or is forced away, the opponent is affected by flu-like fragility and light-headedness. The lowers their ATK by a minor amount for 30 seconds.

This move will not work on non organic targets, and if an organic target has some other type of bodily fluid that would be corrosive or harmful instead of blood, Harlan can damage himself by feeding on them.

Is there any kind of stamina drain or some similar kind of downside here? The self-imposed limit against non-organics is fine by me, but what about against regular dudes? Also, can he stack the debuff?
[/spoiler]

Gregni
[spoiler]
(06-08-2017, 07:46 AM)Omni Wrote: Electromagnetic Listening (Enhanced Senses) (300)
Enel can use the power of his Devil Fruit combined with his Mantra (Enhanced Senses) to listen to anyone within the range of his Enhanced Senses. This follows the rules of normal Enhanced Senses, so conversations at his maximum range will be much harder to discern. It requires him to focus on listening, making it difficult to do in the midst of battle, but it can even pick up whispers.

Looks good to me, bossman.
[/spoiler]
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

(06-08-2017, 08:34 AM)Mark Wrote: Brave Lil' Ghoster
[spoiler]
(06-08-2017, 02:41 AM)Little Ghost Wrote: Void Soul Imaging
"Tut-tut, always so quiet little one. Has the grub got your tongue? Or maybe you have nothing to say? Hahaha, calm yourself for I jest, I jest, Little Ghost. Here, try doing... this instead."
- Unknown inhabitant of Hallownest's Soul Sanctum

Cost: 0 OM (is purely a fluff move)
Requires: Teachings on the properties of Void & Soul by Little Ghost or any of his appropriate secondaries.
Little Ghost is mute. No matter how hard he tries he can utter no sound beyond the creak of exerted joints or the clack and tap of carapace upon carapace. This, the shaping of blackest ink of void and whitest glow of soul into various black and white images, texts, or other symbols, was taught to him by a sympathetic bug in the Soul Sanctum. Little Ghost only remembers the bug to be of about his height except for the massive white crown of horns...


Grandmaster's Lesson: Perfect Parry
"To wield a Nail is to take your instincts and cut down all obstacles before you. To master a Nail is to take that instinct and utterly break it before reforging it into something else entirely. None of my other students could grasp this fully, perhaps you will be the one?"
- Sly of Dirtmouth, Shopkeeper and Nail Grandmaster

Cost: 300 OM
Requirements: Physical Strength Proficiency, Burst Movement, The Pure Nail
To wield a Nail is to be one with it. To hone it is to sharpen oneself. Raising your Nail to the highest of purity equally raises the core of yourself and thus you attain the first enlightenment of war, that that to Block is to Cut. By combining the quick acceleration inherent in an insectoid frame, a Burst Movement pounds out this technique to block an attack.

Superior skill and reflexes pay a significant role here, allowing one to unleash a slash, stab, cut, or hack timed to negate an incoming attack by striking its very concept out of its path, or splitting it down the middle, to create a 3 by 2 feet safe space 'screen' to hide behind for a couple of seconds. Regarding projectiles striking this 'screen' of conceptual parrying, the first (and then about one in five) to strike it would ricochet back along a natural path. A difficult and demanding technique, using it in quick succession is apt cause great fatigue.

Due to how Perfect Parry is performed, Little Ghost might be able to strike at his enemy if he parries while they are in reach of his Nail.


Monarch Wings
[Image: attachment.php?aid=32]"Wings of ethereal matter that shimmer in the air, what a lovely sight."
- Unknown

Cost: 300 OM
Requirements: Super Jumping Advanced, Burst Movement
A pair of ethereal wings that glow with a soothing pale light while in use, these wings allow you to control your movements in mid air with short hops so long as the total upward movement in your hops does not exceed the maximum altitude as given by your flight/jumping power and any limits or boosts imposed upon it.

With this you can use Burst Movement in direction, should you somehow be prevented from doing so, provided that you are not being physically held and kept still.
[/spoiler]

Perfect Parry: How long does this take to cast? Can it be used while moving? Does it require concentration to cast? Can it be used with other moves?

Monarch Wings: That’s fine. Approved.

Hmm... It takes 0.6 seconds to cast (about as fast as I IRL can swing something relatively untrained), can be used while moving (though the 'screen' is stationary), does require concentration, and offensive moves that require The Pure Nail can only be charged while the screen is active.
"So you'd pursue the deeper truth? It isn't one the weak could bear."


"Prove yourself ready to face it. I'll not hold back. My needle is lethal and I'd feel no sadness in a weakling's demise."


"Show me you can accept this Kingdom's past and claim responsibility for its future."
(06-07-2017, 07:46 AM)MADBULL34 Wrote: @MADBULL34
[spoiler]
(06-05-2017, 02:52 PM)MADBULL34 Wrote: Remington 870 Police-Issue Shotgun: 300 OM
Requires Ranged Prof.

This classic shotgun design is a legendary symbol of authority for American police officers working from 1950 - 1990. The 12 gauged weapon fires 3" magnum shells in a wide spread and is effective within 50 yards, but also packs a serious punch at extreme close ranges. Its pump-action emits a terrifying sound so distinct, just chambering a shell has been known to cause criminals to surrender. Some law enforcement officers are known to utilize less-than-lethal rock-salt or rubber ball rounds for riot control. With an 18" long barrel, the weapon requires focused concentration and two hands to ensure accuracy, although less accurate two-handed shots made from the hip are also conceivable. This particular model is able to hold 4 rounds which can be shot as fast as the user can operate the pump-action.

https://s1.postimg.org/6ianz07e7/shotgun.gif

Just to be clear, this only has one kind of ammo, right? If not, it'll be an extra 300 OM for each type of ammo.

Is there a reload time?
[/spoiler]

Correct on both. I intend to purchase an upgrade at a later time that fires tear gas. This proposed move only shoots the same ordinary shells it would in the real world. There is a reload time and the wielder must manually shove each shell in individually, making it even more time consuming than a revolver.
[/quote]

Approved!
[Image: hnc9xy5]
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.
Quote:Higgs Broson

(06-08-2017, 06:48 AM)Harlan Higgs Wrote: Normal Move - Feed (300 OM)
[Physical Strength, Debuff Proficiency]

 Harlan lunges at an opponent in melee range and grabs them with both hands. Anyone exceeding Harlan's ATK can attempt to prevent this initial grapple and interrupt the second stage of the move from occurring.

If the Grapple is succesful, Harlan leans in and savagely bites into the target's exposed flesh, rending the skin and letting their blood (or blood analogue) flow. He remains attached and draining blood for five seconds, although opponents can break the grapple before then depending on their ATK.

Once Harlan either finishes feeding or is forced away, the opponent is affected by flu-like fragility and light-headedness. This lowers their ATK by a minor amount for 30 seconds.The debuff can be stacked, but it usually wears off by the time Harlan can feed off the same opponent again.

This move will not work on non organic targets, and if an organic target has some other type of bodily fluid that would be corrosive or harmful instead of blood, Harlan can damage himself by feeding on them. After he feeds, Harlan's SPD is lowered slightly for 30 seconds while his body converts the blood or blood analogue to Vitae.

Is there any kind of stamina drain or some similar kind of downside here? The self-imposed limit against non-organics is fine by me, but what about against regular dudes? Also, can he stack the debuff?

Changes in bold.
 “I don’t wanna be a product of my environment. I want my environment to be a product of me.”
(06-08-2017, 08:34 AM)Mark Wrote: Chinstrap Aang
[spoiler]
(05-31-2017, 09:16 PM)Aang Wrote: Sorry for so many move approvals back to back... XD I'm gonna do a few here to sorta stock up for later.

Breath of Fire T1 Super Attack (600)

Requires: Area Attack, Debuff, Ranged
Fire is created by channeling one's Chi. Chi is produced through breath. Thus; breath is fire. (Continued flavor text here...)

Aang takes a takes a deep breath through the nostrils, then exhales a massive cone of fire. The range is a fifty foot cone of effect that bathes everything in a brilliant flame of swirling reds, violets and blues. The attack is as beautiful as it is deadly, with anything caught in the area of effect caught ablaze, taking extra burn damage until they quench the flames.

Victims on fire may roll on the ground for two seconds to quench the flames, or jump in a sizeable water source to do so immediately. The manner in which the flames swallow objects in their path render most ordinary defense useless, though T1 Super Defenses or higher can effectively nullify Breath of Fire.

Air Bomb(600)
Requirements: Super Jump, Area Attack, Ranged Proficiency

Aang leaps into the air, then with a burst of Airbending he jets back down, slamming into the ground. The impact creates a concussive shockwave that sends anything not bolted down flying directly away from Aang - friend and foe alike. The blast expands ten foot for every ten foot Aang drops, and the force of the blast is increased similarly, with the center of the area of effect being the most devastated.

The downside of this is that after thirty feet, the impact begins to recoil, dealing damage to Aang as well as to those caught in the shockwave itself. There is almost no upper limit to how high Aang can drop from, as long as he can reach that altitude. The only true upper limit is the point at which Aang Aang would not survive the impact. (100 foot per DEF.)

During the descent, Aang is incapable of bending, using the entire descent to charge up the high density air pressure prior to impact. If interrupted, the attack becomes inert. If there is thirty foot between the ground and Aang, he may catch himself and float harmlessly to the ground. If not, he impacts full force, taking the damage of the recoil without dealing the damage of the explosion.

Fireball (600)

Requires: Ranged, Debuff
Quick jabs of the feet, legs, elbow, or other body part create a burst of flame that seeks to catch whatever it is aimed at ablaze. The initial blow is not great at all, but the small fireballs set the target on fire, dealing minute damage over time. Repeated fireballs yield a stacking effect. The target can take a moment (two seconds per charge) to pat out the fire. Rolling on the ground for five seconds removes all charges, as does jumping into a sizeable body of water.

Aang can vary the rate of fire from two shots per second to one shot every other second. The rapid fire tactic is excellent in dealing massive damage to a target, but it is insanely tiring on the stamina. By slowing down and firing only one shot every other second, he has time to breath and can use this technique almost indefinitely, as Chi is directly derived from the power of breath. Because of the varied parts of the body that can produce Fireballs, this can be used in conjunction with other Bending without decreasing the attack rate.

In essence, the fireball is not a direct damage dealer, but a tactic to wear down his opponents, forcing them to submit or flee before they are burned alive.

Stone Shield (600)
Requires: Area Shield(maybe?)
Aand creates a temporary shield two foot in radius, which he manually manipulates to take the brunt of a blow. To manipulate this shield requires a dedicated hand, meaning two shields can be manipulated the same time. However, a single hand cannot manipulate a Stone Glove and Stone Shield at the same time.

Aang is capable of creating a shield almost instantly, but this shield is weak and often only dampens an impact before crumbling away. By taking time, Aang can lift a much larger stone, then by squeezing his hand force the stone to condense down into the two foot radius. He can take up to ten seconds to create a single shield, at which point the shield (though the same size as the instant version) weighs over ten times the instant version.

The Stone Shield(s) remain at the edge of five feet. They cannot move closer or further without becoming extremely burdensome to manipulate, due to either cramping his movements, or becoming too heavy at range.

Ice Spear (600)
Ranged, Debuff
For just a regular attack, this is one of Aang's most lethal techniques. It involves creating a simple, foot long shard of packed ice. A single shard can be created in three second, but for each second that Aang concentrates, he can create an extra shard, and elongate the collective. At twenty seconds, he is capable of creating three shards that reach five foot in length. During this charge time, he is capable of dodging, but attacks are less accurate, due to the heavy focus on the task.

The victims of these shards suffer not only severe piercing damage, but the intense cold spreads, freezing the area around it. The wound and local area are disabled until the target actively removes the shard and then breaks the surrounding ice. If a single victim is hit with all three of the max charged Ice Spears, they shatter, bathing the target in their shrapnel. The shards do not disable, but they are extremely cold and uncomfortable.

Again, apologies for swarming the thread! This should hold me up for a while to come, but... no promises. XD

Breath of Fire: Is the cone 50 feet at the base, or 50 feet in length? What’s the other dimension? How fast does the fire move, or how long until the flames reach their maximum range?

Air Bomb: Does this do damage to enemies or just knock them over? How long does the whole maneuver take to execute? Can he do this on-the-fly or does he need to stop and spring from a standing position? How draining is this on his stamina to perform? You’ll have to set a maximum height here, which can’t be higher than your level of Super Jumping. This would put your current maximum at 10 meters (33~ feet) if you so desire, and when you upgrade to higher levels of jumping you can just post here with an update and get it squared away.

Fireball: What’s the size on these? How fast do they move? What’s their effective range? Can this be used while running around and dodging or does it require him to stand and take aim? Do these eventually extinguish if the foe ignores them? I’d say you wouldn’t need to pay 600 for this if you’re just changing the fire rate and nothing else about it.

Stone Shield: How much stronger than the base form is the charged version? Can these be summoned while doing other things or does he need time to stop and concentrate on doing it? How draining are these on his energy? Do these inhibit his use of other moves at all? What do you mean by “remain at the edge of 5 feet”? You would need Area Defense for this.

Ice Spear: How fast do these move when launched? What’s the effective range? Would being hit cause his concentration to break? How draining is this on his stamina? How large of an area is “local” on the debuff?
[/spoiler]

Batsy
[spoiler]
(06-07-2017, 01:54 PM)Batman Wrote: T1 Powerup: Strength Pill 1000 OM

Designed by Lex Luthor in order to fight the dictator superman. It was designed to give normal men a fighting chance against people like Superman and Wonderwoman.


[Image: 2468063b1dc987c2449be3a2b8aadb4a.jpg]

Stats:
Atk:+2
Def:+2
Spd:+1
Tec:-

Approved!
[/spoiler]

Shinny
[spoiler]
(06-07-2017, 11:00 PM)Shinmen Takezō Wrote:
Previous Move Wrote:Katana: (300 OM)
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.

Iaido: First Strike (300)
This technique can only be used once per encounter, as it requires drawing and immediately attacking in one fluid motion to catch an opponent off guard. Due to it relying on surprise, those with Foresight are immune, as they usually have the ability to predict this type of attack.

Takezo's first strike seeks to put a foe at a disadvantage. He does this by going for a vital slash, right across the chest. This grievous wound not only deals heavy bleed damage, but hampers the victim's breath, due to each expansion of their chest causing extraordinary pain. A victim that cannot breath cannot properly move. If Takezo lands his Iaido: First Strike, the victim takes three seconds of heavy bleed damage and suffers a slight reduction to speed.

How draining is this to perform? You’ll need Debuff for this.
[/spoiler]

Squid Kid
[spoiler]
(06-08-2017, 02:32 AM)Abyss Wrote: Ika Wrap (600 OM, Requires Ranged Proficency, Hive Mind)

Abyss tears off one of her two tentacles willingly or commands one of her tentacles if it was cut off of her body, so she can have it wrap around the body of someone. The tentacle moves at around 50 Miles Per Hour torward the opponent, and once the tentacle reaches the opponent, the tentacle wraps around the opponent's waist (or a equivalent to a waist if they do not have one.)  After wrapping around the opponent's waist, Abyss can choose when to have it start to squeeze, and once the tentacle starts to squeeze it deals some damage in internal bleeding from the squeezing. In addition, Abyss can choose at any time to release the tentacle from the opponent so she can have it return to her, or to have the tentacle move from one opponent to another. The squeezing can last as long as the tentacle is alive, and the tentacle generally lives for four hours before dying. One of the major drawbacks of the move is that after the first use, Abyss cannot use her Coiled Tentacle Cannon with both of her tentacles any more, and after the second use she can't use any moves involving her tentacles. The Tentacle can only move up to 50 Feet away from Abyss before disconnecting from Abyss's focus and becoming useless for the rest of the battle.

There are a few ways to get the tentacle off of you if you happen to be squeezed by the tentacle though. While Abyss can still attack and move while using this move, if she gets hit while she uses this move, the tentacle will temporarily fall off until she gets back up. You can also break the tentacle and have it die early if you can tear it apart, but you will have to have a ATK higher than Abyss's DEF in order to do this. You can also move out of range to cause the tentacle to become useless and fall off of you.

(Waiting to get 6000 OM before I purchase it)

Do these move along the ground? Can these be manipulated while Abyss is running around or does she need to stand and concentrate? How draining is this on her stamina to maintain? For the bit about ATK vs DEF, I’d change it to it taking longer with a lower DEF, rather than outright being impossible. Otherwise you could strangle someone indefinitely which isn’t really fair. Also, you won’t be causing internal bleeding straight-away with a regular move to anyone but the weakest enemies, so I’d change the strength here to be a little less intense. Bear in mind how much you do exactly will depend on stat comparison, but something like “moderately damaging, up to painful bruising” would be fine.
[/spoiler]

Brave Lil' Ghoster
[spoiler]
(06-08-2017, 02:41 AM)Little Ghost Wrote: Void Soul Imaging
"Tut-tut, always so quiet little one. Has the grub got your tongue? Or maybe you have nothing to say? Hahaha, calm yourself for I jest, I jest, Little Ghost. Here, try doing... this instead."
- Unknown inhabitant of Hallownest's Soul Sanctum

Cost: 0 OM (is purely a fluff move)
Requires: Teachings on the properties of Void & Soul by Little Ghost or any of his appropriate secondaries.
Little Ghost is mute. No matter how hard he tries he can utter no sound beyond the creak of exerted joints or the clack and tap of carapace upon carapace. This, the shaping of blackest ink of void and whitest glow of soul into various black and white images, texts, or other symbols, was taught to him by a sympathetic bug in the Soul Sanctum. Little Ghost only remembers the bug to be of about his height except for the massive white crown of horns...


Grandmaster's Lesson: Perfect Parry
"To wield a Nail is to take your instincts and cut down all obstacles before you. To master a Nail is to take that instinct and utterly break it before reforging it into something else entirely. None of my other students could grasp this fully, perhaps you will be the one?"
- Sly of Dirtmouth, Shopkeeper and Nail Grandmaster

Cost: 300 OM
Requirements: Physical Strength Proficiency, Burst Movement, The Pure Nail
To wield a Nail is to be one with it. To hone it is to sharpen oneself. Raising your Nail to the highest of purity equally raises the core of yourself and thus you attain the first enlightenment of war, that that to Block is to Cut. By combining the quick acceleration inherent in an insectoid frame, a Burst Movement pounds out this technique to block an attack.

Superior skill and reflexes pay a significant role here, allowing one to unleash a slash, stab, cut, or hack timed to negate an incoming attack by striking its very concept out of its path, or splitting it down the middle, to create a 3 by 2 feet safe space 'screen' to hide behind for a couple of seconds. Regarding projectiles striking this 'screen' of conceptual parrying, the first (and then about one in five) to strike it would ricochet back along a natural path. A difficult and demanding technique, using it in quick succession is apt cause great fatigue.

Due to how Perfect Parry is performed, Little Ghost might be able to strike at his enemy if he parries while they are in reach of his Nail.


Monarch Wings
[Image: attachment.php?aid=32]"Wings of ethereal matter that shimmer in the air, what a lovely sight."
- Unknown

Cost: 300 OM
Requirements: Super Jumping Advanced, Burst Movement
A pair of ethereal wings that glow with a soothing pale light while in use, these wings allow you to control your movements in mid air with short hops so long as the total upward movement in your hops does not exceed the maximum altitude as given by your flight/jumping power and any limits or boosts imposed upon it.

With this you can use Burst Movement in direction, should you somehow be prevented from doing so, provided that you are not being physically held and kept still.

Perfect Parry: How long does this take to cast? Can it be used while moving? Does it require concentration to cast? Can it be used with other moves?

Monarch Wings: That’s fine. Approved.
[/spoiler]

Higgs Broson
[spoiler]
(06-08-2017, 06:48 AM)Harlan Higgs Wrote: Normal Move - Feed (300 OM)
[Physical Strength, Debuff Proficiency]

 Harlan lunges at an opponent in melee range and grabs them with both hands. Anyone exceeding Harlan's ATK can attempt to prevent this initial grapple and interrupt the second stage of the move from occurring.

If the Grapple is succesful, Harlan leans in and savagely bites into the target's exposed flesh, rending the skin and letting their blood (or blood analogue) flow. He remains attached and draining blood for five seconds, although opponents can break the grapple before then depending on their ATK.

Once Harlan either finishes feeding or is forced away, the opponent is affected by flu-like fragility and light-headedness. The lowers their ATK by a minor amount for 30 seconds.

This move will not work on non organic targets, and if an organic target has some other type of bodily fluid that would be corrosive or harmful instead of blood, Harlan can damage himself by feeding on them.

Is there any kind of stamina drain or some similar kind of downside here? The self-imposed limit against non-organics is fine by me, but what about against regular dudes? Also, can he stack the debuff?
[/spoiler]

Gregni
[spoiler]
(06-08-2017, 07:46 AM)Omni Wrote: Electromagnetic Listening (Enhanced Senses) (300)
Enel can use the power of his Devil Fruit combined with his Mantra (Enhanced Senses) to listen to anyone within the range of his Enhanced Senses. This follows the rules of normal Enhanced Senses, so conversations at his maximum range will be much harder to discern. It requires him to focus on listening, making it difficult to do in the midst of battle, but it can even pick up whispers.

Looks good to me, bossman.
[/spoiler]
Ika Wrap (600 OM, requires Ranged Proficiency, Hive Mind)

Abyss tears off one of her two tentacles willingly or commands one of her tentacles if it was cut off of her body, so she can have it wrap around the body of someone. The tentacle moves at around 50 Miles Per Hour across the ground toward the opponent, and once the tentacle reaches the opponent, the tentacle wraps around the opponent's waist (or a equivalent to a waist if they do not have one.)  After wrapping around the opponent's waist, Abyss can choose when to have it start to squeeze, and once the tentacle starts to squeeze it deals a moderate amount of damage in the form of bruises from the squeezing. In addition, Abyss can choose at any time to release the tentacle from the opponent so she can have it return to her, or to have the tentacle move from one opponent to another. The squeezing can last as long as the tentacle is alive, and the tentacle generally lives for four hours before dying. One of the major drawbacks of the move is that after the first use, Abyss cannot use her Coiled Tentacle Cannon with both of her tentacles any more, and after the second use she can't use any moves involving her tentacles. The Tentacle can only move up to 50 Feet away from Abyss before disconnecting from Abyss's focus and becoming useless for the rest of the battle.

There are a few ways to get the tentacle off of you if you happen to be squeezed by the tentacle though. While Abyss can still attack and move while using this move, if she gets hit while she uses this move, the tentacle will temporarily fall off until she gets back up. You can also break the tentacle and have it die early if you can tear it apart, but the less ATK you have compared to Abyss's DEF, the harder it would be to break out, and vice versa. You can also move out of range to cause the tentacle to become useless and fall off of you. Using this move also drains Abyss's stamina at a slow but steady pace, and once she gets too tired to use the move she is no longer able to control the tentacle.
Breath of Fire
[spoiler]Requires: Area Attack, Debuff, Ranged
Fire is created by channeling one's Chi. Chi is produced through breath. Thus; breath is fire. (Continued flavor text here...)
Aang takes a takes a deep breath through the nostrils, then exhales a massive cone of fire. The range is a fifty foot long cone of effect, with a final width of fifteen feet (the origin being no larger than a few inches) that bathes everything in a brilliant flame of swirling reds, violets and blues. The attack is as beautiful as it is deadly, with anything caught in the area of effect caught ablaze, taking extra burn damage until they quench the flames. The Breath of Fire is not as fast as it could be, due to its swirling nature; it reaches peak range in three seconds, which is faster than the average human can run, but by no means a speeding bullet.

Victims on fire may roll on the ground for two seconds to quench the flames, or jump in a sizeable water source to do so immediately. The fire extinguishes after five seconds if left unattended, though any additional firebending attacks can serve to stoke the flames. The manner in which the flames swallow objects in their path render most ordinary defense useless, though T1 Super Defenses or higher can effectively nullify Breath of Fire.
[/spoiler]

Air Bomb(300)
[spoiler]
Requirements: Super Jump, Area Attack, Ranged Proficiency, Burst Movement

Aang leaps into the air, then with a burst of Airbending he jets back down, slamming into the ground. The impact creates a concussive shockwave that sends anything not bolted down flying directly away from Aang - friend and foe alike. The blast expands ten foot for every ten foot Aang drops, and the force of the blast is increased similarly, with the center of the area of effect being the most devastated.

The height that Aang drops from is his Super Jump height (currently 10 meters, or 33 feet.) To achieve this height, he must stop all other attacks and airbend straight down to leap, adding extra force to almost rocket upward. The initial burst takes only a second, but to achieve maximum height requires one second for every thirty feet.

During the descent, Aang is incapable of bending, using the entire descent to charge up the high density air pressure prior to impact. If interrupted, the attack becomes inert. The descent and charge take one second for each thirty feet.

Currently the entire move takes 3 seconds and deals very minor damage from impact. Most of the force is to push all targets directly back. As Super Jump increases, the output increases, as does the time required to achieve maximum height (and thus maximum force.)

Airbomb is taxing, requiring a high amount of not only concentration, but physical exertion and consumption of chi to pressurize the air to such a degree. As such, this move is used sparingly to create space, or break up a fight. It is rarely, if ever, used in a one-on-one fight.

[spoiler]I removed the variance, so now it is only at maximum height. Later editions might have a height incriment of 30, with each 30 after adding 2 seconds to the "charge" time.[/spoiler][/spoiler]

Fireball (300)
[spoiler]
Requires: Ranged, Debuff
Quick jabs of the feet, legs, elbow, or other body part create a small (six to eight inch radial) burst of flame that seeks to catch whatever it is aimed at ablaze. The initial blow is not great at all, but the small fireballs set the target on fire, dealing minute damage over time. Repeated fireballs yield a stacking effect. The target can take a moment (two seconds per charge) to pat out the fire. Rolling on the ground for five seconds removes all charges, as does jumping into a sizeable body of water. The fire eventually extenguishes after five seconds if unstoked and unbothered.

Aang can vary the rate of fire from two shots per second to one shot every other second. The rapid fire tactic is excellent in dealing massive damage to a target, but it is insanely tiring on the stamina. By slowing down and firing only one shot every other second, he has time to breath and can use this technique almost indefinitely, as Chi is directly derived from the power of breath. Because of the varied parts of the body that can produce Fireballs, this can be used in conjunction with other Bending without decreasing the attack rate. Fireball is more about high speed, as such accuracy sometimes suffers. He may focus solely on fireballs and his Dancing Leaf to achieve a much greater accuracy.

In essence, the fireball is not a direct damage dealer, but a tactic to wear down his opponents, forcing them to submit or flee before they are burned alive.
[/spoiler]

Stone Shield (600)
[spoiler]
Requires: Area Shield(maybe?)
Aand creates a temporary shield two foot in radius, which he manually manipulates to take the brunt of a blow. To manipulate this shield requires a dedicated hand, meaning two shields can be manipulated the same time. However, a single hand cannot manipulate a Stone Glove and Stone Shield at the same time.

Aang is capable of creating a shield almost instantly, but this shield is weak and often only dampens an impact before crumbling away. By taking time, Aang can lift a much larger stone, then by squeezing his hand force the stone to condense down into the two foot radius. He can take up to ten seconds to create a single shield, at which point the shield (though the same size as the instant version) weighs over ten times the instant version. This shield's defensive properties are capable of withstanding powerful blows. The ablative shield can withstand on average five weak to moderate attacks per second of "charge" or two powerful attacks per second of charge.

While concentrating on the shield, Aang requires an arm take on a rigid form (in terms of martial stance, not texture/literal hardness) thus reducing the effect of his evasive maneuvers. He is also incapable of bending with that arm, reducing the variety and frequency of attacks by a fourth (or half if both arms are used.) To decrease the "charge" time to maximum strength, he may dedicate both hands to the creation of one shield. He cannot evade if both arms are dedicated to making a shield. Once the shield is created, only one hand is required to manipulate it, and evasiveness returns to normal.

The Stone Shield(s) remain in orbit at an equadistant five feet. They cannot move closer or further without becoming extremely burdensome to manipulate, due to either cramping his movements, or becoming too heavy at range. This means that attacks manifested within this perimiter bypass the shield entirely.
[/spoiler]

Ice Spear (600)
[spoiler]Ranged, Debuff
For just a regular attack, this is one of Aang's most lethal techniques. It involves creating a simple, foot long shard of packed ice. A single shard can be created in three seconds, but for each second that Aang concentrates, he can create an extra shard, and elongate the collective. At twenty seconds, he is capable of creating three shards that reach five foot in length. During this charge time, he is capable of dodging, but attacks are less accurate, due to the heavy focus on the task. If struck while concentrating, the shards fall to the ground. He may pick them up and continue from where he left off, or discharge them immediately to strike his foe.

The victims of these shards suffer not only severe piercing damage, but the intense cold spreads, freezing the area (six inches in diameter) around it. The wound and local area (Same as the freezing area) are disabled until the target actively removes the shard and then breaks the surrounding ice. If the wound is a limb-shot, the entire limb is disabled, but if it is a body shot, the target experiences a mild drop in overall strength. If a single victim is hit with all three of the max charged Ice Spears, they shatter, bathing the target in their shrapnel. The shards do not disable, but they are extremely cold and uncomfortable.

The maximum range for the Ice Spear is one hundred feet, at which point his accuracy greately suffers and the strength behind the shards no longer bears lethal force. A single Ice Spear is not greately draining, however to achieve the maximum effect Aang expends a good deal of energy to gather and freeze that much water that fast. Multiple uses in quick succession, while exceedingly deadly, can leave Aang exhausted. Generally, this is when all nonlethal options fail.
[/spoiler]
[quote pid='102486' dateline='1496928875']

(06-07-2017, 11:00 PM)Shinmen Takezō Wrote:
Previous Move Wrote:Katana: (300 OM)
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.

Iaido: First Strike (300)
This technique can only be used once per encounter, as it requires drawing and immediately attacking in one fluid motion to catch an opponent off guard. Due to it relying on surprise, those with Foresight are immune, as they usually have the ability to predict this type of attack.

Takezo's first strike seeks to put a foe at a disadvantage. He does this by going for a vital slash, right across the chest. This grievous wound not only deals heavy bleed damage, but hampers the victim's breath, due to each expansion of their chest causing extraordinary pain. A victim that cannot breath cannot properly move. If Takezo lands his Iaido: First Strike, the victim takes three seconds of heavy bleed damage and suffers a slight reduction to speed.

How draining is this to perform? You’ll need Debuff for this.
[/spoiler]
[/quote]
I've already purchased Debuff, just forgot to add the prerequisits. The Iaido: First Strike can only be used once. It isn't particularly straining, it's just that the circumstances only allow it to be used once per encounter.
The Katana is not particularly tiring either, being it is his primary form of attack, not to mention the steeple of his combat capabilities. The damage is only assumed as high as it is due to Takezo's 5 ATK, which from what I understand is pretty decent. It also requires both hands, meaning he can't preform any supplementary actions with his offhand.
The bleeding aspect is simply due to the katana being a blade... and blades cut. It's a static effect, not a more strenuous variation. As mentioned, the damage is only mild by comparison to the actual attack.
(06-08-2017, 08:51 AM)Little Ghost Wrote: Hmm... It takes 0.6 seconds to cast (about as fast as I IRL can swing something relatively untrained), can be used while moving (though the 'screen' is stationary), does require concentration, and offensive moves that require The Pure Nail can only be charged while the screen is active.

Approved!

(06-08-2017, 11:43 AM)Harlan Higgs Wrote:
Quote:Higgs Broson

(06-08-2017, 06:48 AM)Harlan Higgs Wrote: Normal Move - Feed (300 OM)
[Physical Strength, Debuff Proficiency]

 Harlan lunges at an opponent in melee range and grabs them with both hands. Anyone exceeding Harlan's ATK can attempt to prevent this initial grapple and interrupt the second stage of the move from occurring.

If the Grapple is succesful, Harlan leans in and savagely bites into the target's exposed flesh, rending the skin and letting their blood (or blood analogue) flow. He remains attached and draining blood for five seconds, although opponents can break the grapple before then depending on their ATK.

Once Harlan either finishes feeding or is forced away, the opponent is affected by flu-like fragility and light-headedness. This lowers their ATK by a minor amount for 30 seconds.The debuff can be stacked, but it usually wears off by the time Harlan can feed off the same opponent again.

This move will not work on non organic targets, and if an organic target has some other type of bodily fluid that would be corrosive or harmful instead of blood, Harlan can damage himself by feeding on them. After he feeds, Harlan's SPD is lowered slightly for 30 seconds while his body converts the blood or blood analogue to Vitae.

Is there any kind of stamina drain or some similar kind of downside here? The self-imposed limit against non-organics is fine by me, but what about against regular dudes? Also, can he stack the debuff?

Changes in bold.

Good to go.

(06-08-2017, 12:35 PM)Abyss Wrote: Ika Wrap (600 OM, requires Ranged Proficiency, Hive Mind)

Abyss tears off one of her two tentacles willingly or commands one of her tentacles if it was cut off of her body, so she can have it wrap around the body of someone. The tentacle moves at around 50 Miles Per Hour across the ground toward the opponent, and once the tentacle reaches the opponent, the tentacle wraps around the opponent's waist (or a equivalent to a waist if they do not have one.)  After wrapping around the opponent's waist, Abyss can choose when to have it start to squeeze, and once the tentacle starts to squeeze it deals a moderate amount of damage in the form of bruises from the squeezing. In addition, Abyss can choose at any time to release the tentacle from the opponent so she can have it return to her, or to have the tentacle move from one opponent to another. The squeezing can last as long as the tentacle is alive, and the tentacle generally lives for four hours before dying. One of the major drawbacks of the move is that after the first use, Abyss cannot use her Coiled Tentacle Cannon with both of her tentacles any more, and after the second use she can't use any moves involving her tentacles. The Tentacle can only move up to 50 Feet away from Abyss before disconnecting from Abyss's focus and becoming useless for the rest of the battle.

There are a few ways to get the tentacle off of you if you happen to be squeezed by the tentacle though. While Abyss can still attack and move while using this move, if she gets hit while she uses this move, the tentacle will temporarily fall off until she gets back up. You can also break the tentacle and have it die early if you can tear it apart, but the less ATK you have compared to Abyss's DEF, the harder it would be to break out, and vice versa. You can also move out of range to cause the tentacle to become useless and fall off of you. Using this move also drains Abyss's stamina at a slow but steady pace, and once she gets too tired to use the move she is no longer able to control the tentacle.

Looks good. Approved.

(06-08-2017, 01:27 PM)Aang Wrote: Breath of Fire
[spoiler]Requires: Area Attack, Debuff, Ranged
Fire is created by channeling one's Chi. Chi is produced through breath. Thus; breath is fire. (Continued flavor text here...)
Aang takes a takes a deep breath through the nostrils, then exhales a massive cone of fire. The range is a fifty foot long cone of effect, with a final width of fifteen feet (the origin being no larger than a few inches) that bathes everything in a brilliant flame of swirling reds, violets and blues. The attack is as beautiful as it is deadly, with anything caught in the area of effect caught ablaze, taking extra burn damage until they quench the flames. The Breath of Fire is not as fast as it could be, due to its swirling nature; it reaches peak range in three seconds, which is faster than the average human can run, but by no means a speeding bullet.

Victims on fire may roll on the ground for two seconds to quench the flames, or jump in a sizeable water source to do so immediately. The fire extinguishes after five seconds if left unattended, though any additional firebending attacks can serve to stoke the flames. The manner in which the flames swallow objects in their path render most ordinary defense useless, though T1 Super Defenses or higher can effectively nullify Breath of Fire.
[/spoiler]

Air Bomb(300)
[spoiler]
Requirements: Super Jump, Area Attack, Ranged Proficiency, Burst Movement

Aang leaps into the air, then with a burst of Airbending he jets back down, slamming into the ground. The impact creates a concussive shockwave that sends anything not bolted down flying directly away from Aang - friend and foe alike. The blast expands ten foot for every ten foot Aang drops, and the force of the blast is increased similarly, with the center of the area of effect being the most devastated.

The height that Aang drops from is his Super Jump height (currently 10 meters, or 33 feet.) To achieve this height, he must stop all other attacks and airbend straight down to leap, adding extra force to almost rocket upward. The initial burst takes only a second, but to achieve maximum height requires one second for every thirty feet.

During the descent, Aang is incapable of bending, using the entire descent to charge up the high density air pressure prior to impact. If interrupted, the attack becomes inert. The descent and charge take one second for each thirty feet.

Currently the entire move takes 3 seconds and deals very minor damage from impact. Most of the force is to push all targets directly back. As Super Jump increases, the output increases, as does the time required to achieve maximum height (and thus maximum force.)

Airbomb is taxing, requiring a high amount of not only concentration, but physical exertion and consumption of chi to pressurize the air to such a degree. As such, this move is used sparingly to create space, or break up a fight. It is rarely, if ever, used in a one-on-one fight.

[spoiler]I removed the variance, so now it is only at maximum height. Later editions might have a height incriment of 30, with each 30 after adding 2 seconds to the "charge" time.[/spoiler][/spoiler]

Fireball (300)
[spoiler]
Requires: Ranged, Debuff
Quick jabs of the feet, legs, elbow, or other body part create a small (six to eight inch radial) burst of flame that seeks to catch whatever it is aimed at ablaze. The initial blow is not great at all, but the small fireballs set the target on fire, dealing minute damage over time. Repeated fireballs yield a stacking effect. The target can take a moment (two seconds per charge) to pat out the fire. Rolling on the ground for five seconds removes all charges, as does jumping into a sizeable body of water. The fire eventually extenguishes after five seconds if unstoked and unbothered.

Aang can vary the rate of fire from two shots per second to one shot every other second. The rapid fire tactic is excellent in dealing massive damage to a target, but it is insanely tiring on the stamina. By slowing down and firing only one shot every other second, he has time to breath and can use this technique almost indefinitely, as Chi is directly derived from the power of breath. Because of the varied parts of the body that can produce Fireballs, this can be used in conjunction with other Bending without decreasing the attack rate. Fireball is more about high speed, as such accuracy sometimes suffers. He may focus solely on fireballs and his Dancing Leaf to achieve a much greater accuracy.

In essence, the fireball is not a direct damage dealer, but a tactic to wear down his opponents, forcing them to submit or flee before they are burned alive.
[/spoiler]

Stone Shield (600)
[spoiler]
Requires: Area Shield(maybe?)
Aand creates a temporary shield two foot in radius, which he manually manipulates to take the brunt of a blow. To manipulate this shield requires a dedicated hand, meaning two shields can be manipulated the same time. However, a single hand cannot manipulate a Stone Glove and Stone Shield at the same time.

Aang is capable of creating a shield almost instantly, but this shield is weak and often only dampens an impact before crumbling away. By taking time, Aang can lift a much larger stone, then by squeezing his hand force the stone to condense down into the two foot radius. He can take up to ten seconds to create a single shield, at which point the shield (though the same size as the instant version) weighs over ten times the instant version. This shield's defensive properties are capable of withstanding powerful blows. The ablative shield can withstand on average five weak to moderate attacks per second of "charge" or two powerful attacks per second of charge.

While concentrating on the shield, Aang requires an arm take on a rigid form (in terms of martial stance, not texture/literal hardness) thus reducing the effect of his evasive maneuvers. He is also incapable of bending with that arm, reducing the variety and frequency of attacks by a fourth (or half if both arms are used.) To decrease the "charge" time to maximum strength, he may dedicate both hands to the creation of one shield. He cannot evade if both arms are dedicated to making a shield. Once the shield is created, only one hand is required to manipulate it, and evasiveness returns to normal.

The Stone Shield(s) remain in orbit at an equadistant five feet. They cannot move closer or further without becoming extremely burdensome to manipulate, due to either cramping his movements, or becoming too heavy at range. This means that attacks manifested within this perimiter bypass the shield entirely.
[/spoiler]

Ice Spear (600)
[spoiler]Ranged, Debuff
For just a regular attack, this is one of Aang's most lethal techniques. It involves creating a simple, foot long shard of packed ice. A single shard can be created in three seconds, but for each second that Aang concentrates, he can create an extra shard, and elongate the collective. At twenty seconds, he is capable of creating three shards that reach five foot in length. During this charge time, he is capable of dodging, but attacks are less accurate, due to the heavy focus on the task. If struck while concentrating, the shards fall to the ground. He may pick them up and continue from where he left off, or discharge them immediately to strike his foe.

The victims of these shards suffer not only severe piercing damage, but the intense cold spreads, freezing the area (six inches in diameter) around it. The wound and local area (Same as the freezing area) are disabled until the target actively removes the shard and then breaks the surrounding ice. If the wound is a limb-shot, the entire limb is disabled, but if it is a body shot, the target experiences a mild drop in overall strength. If a single victim is hit with all three of the max charged Ice Spears, they shatter, bathing the target in their shrapnel. The shards do not disable, but they are extremely cold and uncomfortable.

The maximum range for the Ice Spear is one hundred feet, at which point his accuracy greately suffers and the strength behind the shards no longer bears lethal force. A single Ice Spear is not greately draining, however to achieve the maximum effect Aang expends a good deal of energy to gather and freeze that much water that fast. Multiple uses in quick succession, while exceedingly deadly, can leave Aang exhausted. Generally, this is when all nonlethal options fail.
[/spoiler]

Fireball: Still need to know the effective range here.

The others are all good to go.

(06-08-2017, 09:20 PM)Shinmen Takezō Wrote: I've already purchased Debuff, just forgot to add the prerequisits. The Iaido: First Strike can only be used once. It isn't particularly straining, it's just that the circumstances only allow it to be used once per encounter.
The Katana is not particularly tiring either, being it is his primary form of attack, not to mention the steeple of his combat capabilities. The damage is only assumed as high as it is due to Takezo's 5 ATK, which from what I understand is pretty decent. It also requires both hands, meaning he can't preform any supplementary actions with his offhand.
The bleeding aspect is simply due to the katana being a blade... and blades cut. It's a static effect, not a more strenuous variation. As mentioned, the damage is only mild by comparison to the actual attack.

Ah, those questions were for the second move, not the Katana. With the way you formatted that I assumed the first move was context and the second blurb was flavor text to introduce the Iaido. You’re good on the Katana...I'm familiar with how swords work.

For the Iaido, you’ll need to have some kind of downside beyond the single use. Per Omni, cooldowns/use restrictions on a single move aren’t actual downsides since you’re allowed to still use all of your other moves. If you don't want to do it based on stamina I'm open to other suggestions; that's just what most people do.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

(06-08-2017, 10:46 PM)Mark Wrote:
(06-08-2017, 09:20 PM)Shinmen Takezō Wrote: I've already purchased Debuff, just forgot to add the prerequisits. The Iaido: First Strike can only be used once. It isn't particularly straining, it's just that the circumstances only allow it to be used once per encounter.
The Katana is not particularly tiring either, being it is his primary form of attack, not to mention the steeple of his combat capabilities. The damage is only assumed as high as it is due to Takezo's 5 ATK, which from what I understand is pretty decent. It also requires both hands, meaning he can't preform any supplementary actions with his offhand.
The bleeding aspect is simply due to the katana being a blade... and blades cut. It's a static effect, not a more strenuous variation. As mentioned, the damage is only mild by comparison to the actual attack.

Ah, those questions were for the second move, not the Katana. With the way you formatted that I assumed the first move was context and the second blurb was flavor text to introduce the Iaido. You’re good on the Katana...I'm familiar with how swords work.

For the Iaido, you’ll need to have some kind of downside beyond the single use. Per Omni, cooldowns/use restrictions on a single move aren’t actual downsides since you’re allowed to still use all of your other moves. If you don't want to do it based on stamina I'm open to other suggestions; that's just what most people do.

What about failure rate?

On top of the auto fail if the target has Foresight, if a Foe's TEC is greater, they can recognize the slight of hand, noticing the way he turns down his sheath in preperation for the strike. As such, they can easily side step the attack and negate it entirely.

Asside from that, I'm open to suggestions. It's no different than the average attack, except that it just adds an element of surprise for greater effect.
(06-08-2017, 11:00 PM)Shinmen Takezō Wrote: What about failure rate?

On top of the auto fail if the target has Foresight, if a Foe's TEC is greater, they can recognize the slight of hand, noticing the way he turns down his sheath in preperation for the strike. As such, they can easily side step the attack and negate it entirely.

Asside from that, I'm open to suggestions. It's no different than the average attack, except that it just adds an element of surprise for greater effect.

Failure rate wouldn't be enough by itself, since all attacks can fail in that way if the person is fast or skilled enough. The bit about 'grievous injury and heavy bleed' is what makes me think this is more than a regular strike and needs greater balance, since that seems to me the equivalent of someone charging up a strike. If you add in a blurb about it causing grievous damage to weak foes and less to those with higher DEF, I'd say you're good. Since if the strike isn't charged up it wouldn't make a ton of sense for you to be cleaving giant gashes in someone with 4 DEF, etc. I'm fine with the debuff being a thing regardless of DEF, really just concerned with the damage this will do.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

Iaido: First Strike (300)
This technique can only be used once per encounter, as it requires drawing and immediately attacking in one fluid motion to catch an opponent off guard. Due to it relying on surprise, those with Foresight are immune, as they usually have the ability to predict this type of attack.

Takezo's first strike seeks to put a foe at a disadvantage. He does this by going for a vital slash, right across the chest. This grievous wound not only deals heavy bleed damage to those with low defenses, but hampers the victim's breath, due to each expansion of their chest causing extraordinary pain. A victim that cannot breath cannot properly move. If Takezo lands his Iaido: First Strike, the victim takes three seconds of heavy bleed damage (if DEF is 2 lower than Takezo's ATK; otherwise, reduce to mild) and suffers a slight reduction to speed (this occurs whether or not the bleed damage is severe or mild.)
(06-08-2017, 11:31 PM)Shinmen Takezō Wrote: Iaido: First Strike (300)
This technique can only be used once per encounter, as it requires drawing and immediately attacking in one fluid motion to catch an opponent off guard. Due to it relying on surprise, those with Foresight are immune, as they usually have the ability to predict this type of attack.

Takezo's first strike seeks to put a foe at a disadvantage. He does this by going for a vital slash, right across the chest. This grievous wound not only deals heavy bleed damage to those with low defenses, but hampers the victim's breath, due to each expansion of their chest causing extraordinary pain. A victim that cannot breath cannot properly move. If Takezo lands his Iaido: First Strike, the victim takes three seconds of heavy bleed damage (if DEF is 2 lower than Takezo's ATK; otherwise, reduce to mild) and suffers a slight reduction to speed (this occurs whether or not the bleed damage is severe or mild.)

Approved. Be sure to list Physical Strength and Debuff Proficiency as requirements when you add it to your roster. I'm sure you know that, but just to cover my bases.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights



Forum Jump:


Users browsing this thread: 4 Guest(s)