recursal/Fanatic-Fandom huggingface dataset:
Bullwhip

600 OM - *Requires: Physical Strength*

 A recreation of the weapon given to Summer during the Hero's Graveyard. It is a 10 foot long, 12 plait, kangaroo hide whip. While not one of the strongest weapons out there, with a well-aimed hit, it’s capable of wrapping around an object or person, allowing the wielder to drag it to them, or vice-versa. His ATK needs to be higher than the enemy's in order to drag them in, and at least twice as high for him to do it easily. For some unknown reason, it plays the theme song to "Indiana Jones" whenever it's cracked.
Grapnel Gun

300 OM - *Requires: Ranged Proficiency*

A 12 inch white stick that shoots only a grappling hook from its tip. Its range is about 150 feet. It can carry over 350 pounds. When the hook is attached to Moon Knight's target the grapnel gun can lift him up or pull whatever it is that the hook is attached to. The cable rope of the gun is the exact same length as the range. It takes a second for the hook to reach its target, and it takes 2 seconds for it to return.
Master Spark

600 OM - *Requires: Ranged Proficiency, Area Attack Proficiency*

By standing in place and charging for around 5 seconds, Yuuka concentrates her energy into her parasol in the form of a powerful beam of magical energy. The beam's direction is marked out by a thin beam of harmless light for about 3 seconds before it is fired. When it is fired, the beam is about 10 meters in diameter and 40 meters in range before it peters out. It advances at about the speed of a gently thrown object. It is most powerful towards the center, so while the damage near the center of the beam would be heavy, grazing the outside will not deal as much damage. The beam continues firing for about 5 seconds, after which it "closes" back into the original harmless beam of light then dissipates. Yuuka can't move or perform other actions while using or charging this attack, and she feels fairly winded after its use.
Magic Enhancement

600 OM - *Requires: Physical Strength*

Dane uses his footwork and limited magic to supplement his attack in both strength and speed. Dane uses it to guide his arm(s) towards their intended target(s) - such as a weak point or gap in the opponent's guard - and strikes as swiftly and often as possible. There is no visible effect from this besides Dane seeming to attack much harder and faster than usual, sometimes causing his blade(s) to blur in the air.
Celestial Brush: Cherry Bomb

300 OM - *Requires: Ranged Materialize Proficiency, Area Attack Proficiency*

Amaterasu uses the magic brush that is at the end of her hair, turning the very world before her into her canvas. She draws a circle into the air, while saying "baku" (japanese noun, meaning "explode"). This creates a large spherical Cherry Bomb with fuse, around one meter large, at the location she was drawing at - this can not be further away than three meters from her. The Cherry Bomb itself is completely wrapped into what looks like wrapping paper - it's very colorful, which makes it look more like a carnival firework than an actual danger.
The bomb lasts for ~5 seconds during which the fuse burns out. During that time it acts as a solid object - it can be pushed around and would roll down uneven terrain. However its large size makes it rather unhandy. After the five seconds, the bomb explodes into bright fireworks, smoke, confetti and a strong scent of gunpowder, dealing damage up to four meters from its center (so - that's not the bomb's size plus four meters, only four meters total). The fireworks also form the kanji 華 (kabi, shiny/flashy) for ca. 1 second. That is a cosmetic effect that does not influence the move. While the bomb is rather powerful its long duration before it explodes means that it is more useful to create an area of denial or to hit stationary targets.

It should also be noted that only a single bomb can be "active" at a time and that the fuse can be cut or snuffed to prevent the bomb from exploding - in which case it would harmlessly pop into a bunch of confetti, without exploding. Cutting or snuffing the fuse requires a minimum of skill. There's no minimum TEC requirement for this but as a rule of thumb an unskilled character couldn't cut multiple fuses consistently and without fail.

Finally, Cherry Bombs cannot be summoned to "automatically" hurt the opponent (for instance, by summoning it above them to drop on their heads).
Ancient Lightsaber

300 OM - *Requires Physical Strength*

A very old red bladed lightsaber, this one is an original of Darth Zulenka's during her re-deployment during the Hyperspace Wars as a Sith. The blade is about four feet long and a searing color of red that is nearly blinding. Assembled with ancient crystals found on Korriban the blade reacts violently when ignited and when making contact with things. Like a typical lightsaber it is capable of cutting through most things with ease, but runs into resistance when matched with vibro-blades, cortosis weave, or weapons of Prime creation. This saber is extremely strong in the Dark Side of the Force and contains hidden memories of Darth Zulenka that are only reachable by Marka Ragnos. Because of this, at certain times, Trixie can hear the whispers and echoes of the people her alter ego had killed calling to her from the Force.
Lightning (Chun)

300 OM - *Requires: Ranged Proficiency*

After concentrating for three seconds, Dongja conjures the character for lightning. He then points his fingers at the target. A thin lightning bolt shoots out and strikes the target, doing meh damage. But this is a "channelled" spell - Dongja can concentrate for up to 3 additional seconds, and a stream of electricity will continue to shock the target for that time. However, while he is casting the spell, he cannot move and must be concentrating - if something distracts him, the spell is cancelled and he must start over. If he channels the spell fully, it will drain him quite a bit. The lightning flies a maximum of 2 meters. No spells can be cast at the same time as others.
Demonic Power

600 OM - *Requires: Ranged Proficiency, Area Attack Proficiency, Demonic Lineage (Power-Up)*

A black beam with a two-foot radius shot of pure energy released from the palm of the girls’ hands. This move is only useable when Demonic Lineage is active. With no charge, this beam only takes a second to release. If she decides to charge it, it can be charged up to three seconds in which the beam's power is amplified by double, but even so the power of the uncharged beam is relatively weak. In either case, she must stand still while charging and releasing this attack. Using the uncharged version isn't very tiring, but the charged version can wear out the half demon if used in succession too often.
Microburst

600 OM - *Requires: Ranged Proficiency, Area Attack Proficiency, Ranged Materialize Proficiency*

The weather itself begins to bend to the will of Summer, as he calls upon his power as the spirit of storms. He passively charges over the course of thirty seconds, able to move freely during this time but unable to attack, all the while dark clouds swiftly gather overhead, pushing out whatever weather had been there previously. Wind blasts down from the heavens, in a column roughly 15 meters in diameter centered on Summer, pulling the clouds and rain themselves down with it, and tearing those who are flying out of the sky. Upon contact with the ground, this downburst becomes an outburst, the wind rushing outwards 25 meters, covering an area of up to 40 meters from Summer in all directions. Raging out at 80 m/s, these gusts easily throw aside anyone caught within them, along with just about anything not nailed down. The wind itself doesn’t do any damage outright, rather, it’s everything the wind tosses about that does the bulk of the harm. A weak rainstorm is left in the wake of this attack, which passes naturally after it runs its course, however many hours that may take. Can not be used in places where the skies are blocked, such as buildings or caves.
Semblance: Polarity

0 OM - *Fluff: Requires: Telekinesis*

A Semblance is a special trait to every Hunter of Remnant. Many show inhuman types of capabilities that relate to things such as, absorbing lightning, masking negative emotions, super speed, mimicry, ect. Pyrrha’s special semblance allows her the ability to control polarity. This gives her unrestricted mental capabilities to anything that she has touched with her arms or legs once before. If she touches a piece of equipment that someone is wielding, she will have a hard time manipulating it further than small aspects, nothing that can drastically alter movement(until I buy it as a move), but anything stationary or in her control can be manipulated as she sees fit, given she has the time and energy to lift larger objects or many at once.
Steel Gauntlets

600 OM - *Requires:* *Physical Strength, Ranged Proficiency*

A pair of gauntlets made of steel. The provide some decent protection from the forearm to the hand but isn’t enough to protect from harsh blows.(This means it can’t be used to defend herself.) Although they are fairly simple and lack any kind of creative mechanism, these gauntlets greatly augment Dawn and Erika’s ability to punch things. They can be used with all Dawn’s other weapons. It takes 10 seconds to summon these gauntlets and while wearing them, they slow the wearer's attack speed. Punching without them would be somewhat faster but weaker.

Although they are regular gauntlets, they emit such great force that its reflected in an attack. With punching comes a wave of force that travels 15ft in front of the user. The force is emitted through a cone like makeup, where it reaches wider when farther away. Damage from this attack is less than a regular punch no matter the range but the further it travels, the less damage it does. The circumference of the cone is only 3ft so it doesn't reach very wide or far. It travels fairly slow(7.5ft/sec) and can be seen as a flash of light. Execution can be very fast and can be used often without massive consequence, but it is marginally weaker than making fist-to-face connection.
Shortsword

300 OM - *Requires: Physical Strength*

Has a use similar to his Longsword, except he primarily uses it to attack weak spots and poke through his opponent's guard. As the blade is only just over 30cm long (about a foot), using this two handed is unwieldy, and its smaller size means it is generally weaker. For speed, it is outclassed by a rapier, and strength by his Longsword. While Dane does not practice with the former, he is proficient at using this as it fits a balance between the two. Furthermore, he occasionally replaces his shield with the weapon when he feels the need for a solid guard is lower, such as when fighting a slow opponent, allowing him to effectively dual wield. Like his Longsword, this too is both made of steel and has the marking "SQ" and the sigil of a lion hidden under the smaller crossguard.
Hell Sign "Shooting Star"

600 OM - *Requires: Ranged Proficiency, Area Attack Proficiency*

 Clownpiece holds out her hand, concentrating for three seconds, before unleashing a bright ball of infernal fire in the direction her palm is facing. This fireball measures about 2 inches in diameter, and blazes a trail across the sky as it flies, travelling up to 60 meters in just under 2 seconds. Once it has covered that distance, or struck a person or object, the fireball explodes violently, while releasing a vibrant display of red, white, and blue stars, each only a few inches in size and fizzling out after a second or two. This blast injures anyone within 10 meters of the impact zone, and throws them off their feet as well.
Coriana (Princess Blade)

300 OM - *Requires: Physical Strength*

Sizing up to 5 feet and 10 inches total with a curved 18-inch blade, Coriana [meaning "princess" in Deniko] looks like the successful fusion of a naginata and a mage's staff. Two stylized silver-white wings stretch from a fur trimmed hilt to frame half of the blade in a curved arc. Embedded into the fur and placed flush against the blunt edge is a blue, marquise-shaped crystal called Soul. A smaller Soul shard also tips the end of the light blue shaft.

It’s very cumbersome and hard to maneuver because of its top heavy and fanciful design. The user must keep still for 30 seconds of concentration in order to summon it initially. Afterwards, it can be carried outside of battle and put away at will; resummoning it requires 5 seconds of focus. Coriana is used for mid and long-range melee attacks (maximum range being its full length give or take her extended arm), which tires out the user if used for an extended period of time. It is also an untapped catalyst for casting because of the two Soul gems.
Winds of Chaos

800 OM - *Requires: Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency*

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

300 OM - *Requires: Elemental Blast, Ranged*

Sensing an opportunity, Ebony quickly fires an elemental bolt with the same properties of one of the usual 5-second base spells (speed of an arrow, fist-sized projectile, travels in a straight line for 5 seconds before dissipating into the air, not very tiring). This could be any of the elements Ebony knows how to use (see Meta Magic: Elemental Blast), and keeps the effects of her chosen element (if any). While the only time taken for this is the time Ebony spends aiming the attack (so it could be fired instantly) it has a significant drawback: for the 5 seconds she would have spent charging the attack, her body goes on cooldown. She cannot move. She cannot speak. She cannot twist or dodge or start to use any other moves or powers during this time. All she can do is stand still, paralysed in the pose she was in while the spell was cast. Her mind is also a mess during this time, which would make any mental communication impossible for this period of time should an ally try to contact her that way (and also make her vulnerable to mental assaults). It's no more tiring to her than usually casting the spell (not very) but much more dangerous. This is because while normally casting she can simply choose to forgo finishing the spell to dodge an attack. Here, however, she doesn't have that option. Therefore, if Ebony cast this at a poor time against a smart or opportunistic opponent, she's very likely to come out of this significantly harmed.

RP Notes: The magic/body lock-up isn't intentional. Ebony doesn't realise it's going to happen in most cases. This spell is the textbook outcome of "I panicked", although the paralysis is likely to make her panic even more. Regardless of her not realising she'll get paralysed from it, she's not going to spam it because there's no incantation and incantations are cool (also, after a while she'd probably twig on the fact that quick casting paralyses her).
Wind (Poong)

300 OM - *Requires: Area Attack Proficiency*

After concentrating for two seconds, Dongja conjures the character for wind in mid-air, summoning a powerful gust of wind. While he is casting, he may not move, but once cast, Dongja may move. The wind can knock an average person of average strength and weight off their feet, but does no damage. The wind is more or less instantaneous, meaning that it is not a constant gust of wind, but one quick burst. Its effective range is 3 meters. This move is a tiny bit draining - if he uses it multiple times in succession, it will start to tire him out. No spells can be cast at the same time as others.
Akoúo

300 OM - *Requires: Physical Strength, Ranged Proficiency, Polarity*

Akoúo is the golden round-shield used by Pyrrha Nikos. When idle, the shield rests on her back along with Miló, but when she deems she needs them, Pyrrha uses her semblance to pull them off her back and into her hands. Miló is held in her right hand, while Akoúo is ‘chained’ to the bracer on Pyrrha’s left arm. This leaves her left hand free and usable, but it is too difficult to wield a second weapon. The shield is 1ft long in radius besides the indented ends which are 3in shorter at the tip of the arc. It has been seen numerous time that Pyrrha uses Akoúo as a weapon as much as she uses it for defense. She is capable of throwing it up to 10m at anything, which she then uses her semblance to retrieve it, which can be fatiguing if overused in rapid succession.
Heavenly Bolt

300 OM - *Requires: Ranged Proficiency, Ranged Materialize Proficiency, Area Attack Proficiency*

Channeling the weather’s power, Summer quickly and forcefully gathers up huge amounts of electrical energy in the sky. After four seconds of immobile charging, he calls down a single, powerful lightning strike from the heavens, regardless of whether it’s cloudy or clear, with a snap of his fingers for added flair. Aimed at a foe within fifty meters of him, the bolt slams into the ground, striking a random spot somewhere within twenty meters of the target. As a semi-natural lightning strike, the bolt itself holds tremendous amounts of power, wielding a strength capable of blowing apart grown trees from the inside. Of course, since it’s a bona-fide lightning bolt, the actual bolt is approximately an inch wide and all but impossible to reliably aim. Actually getting it to hit what he wants it to hit comes down to pure chance. Due to this, he prefers to rely on the resulting shockwave, a powerful, concussive blast that bowls over anyone within three meters of the bolt itself. Calling down a lightning strike in such a short amount of time takes up a huge amount of Summer’s power, leaving him utterly exhausted in the wake of it. Can not be used in places where the skies are blocked, such as buildings or caves.
Slamdunk.exe

600 OM - *Requires: Area Attack Proficiency, Flight*

Vision flies upwards a maximum of 10 meters and minimum of 4 meters at a velocity of 2 meters per second. He then maximizes his density and slams into the ground. The higher he is, the more damage he does. The damage itself comes from the shockwave of the slam, which has a radius of 1 meter. At minimum damage, this impact is enough to throw hostiles off their balance. At maximum, this impact can throw them off their feet. While potent, Vision can only use this move thrice in a fight with a cooldown of 30 seconds between each use. It also costs him significant solar energy to use it, leaving him more "tired" than before. The shock wave does not differentiate between friend or foe.
Sword of Hardened Malice

600 OM - *Requires:* *Physical Strength, Integration*

Syn's personal sword, upon which he crafted from the malice within him, as well as some scales that have fallen off of him, which he keeps holstered around his back. The sword is 5 feet long and 1 foot wide, and while it is not as fast as his usual punches or quick swords, it is quite a bit more powerful than his punches, and can do more damage than his punches as a result. In addition, Syn Shenron can absorb nearby metals and rocks in order to extend the blade up to 12 feet, allowing him to extend his close range combat as well as increase it's strength a bit more, enough to be able to cut through bone with ease if Syn is in his Omega Shenron forms. This costs Syn Shenron a lot of concentration, and as such Syn cannot use other moves while using this variation, though he can still move and attack. It takes 5 seconds for Syn Shenron to extend the Sword of Hardened Malice, and lasts for 15 seconds before the metal and rocks start to fall off, and in addition if the sword is hit by someone with a higher ATK compared to Syn's DEF, the metal and rocks can be knocked out of the sword, causing it to shrink back to it's original length. This variation also costs Syn Shenron a bit of stamina to extend the blade, though he barely even loses stamina with the normal variation.
Heartbreaker.exe

800 OM - *Requires: Physical Strength Proficiency, Phasing*

The Vision, with great focus and energy, prepares this Move for 2 seconds. He then phases his hand through an opponent, then solidifies the hand inside them. The number of limbs does not seem to matter gameplay-wise. On a weak enemy (basically mooks and inconsequential enemies), he can now straight up rip them apart. But for most enemies (other Primes or plot-significant Secondaries), the best he can do is major internal damage by vibrating his arm rapidly. He can hold his arm, solidified and vibrating, inside someone for 3 seconds. He must then rePhase his arm, take it out, and do something else. Because of the shock that comes from having a hand inside you that was not there before, the target is stunned for 5 seconds, starting from when the arm first enters. So much Solar Power (2 SP) is drained after using this move.
After-Image

300 OM - *Requires: Debuff Proficiency*

A technique taken from Goku, Cell uses his high speed to create illusory images of himself. While creating only one is relatively easy, the more images he creates at a time, the more draining it is upon him. Four doubles is the most he can handle without being debilitated by the energy tax. The static images left behind last about 10 seconds before fading away, though any interaction with them causes him to disappear immediately. Primarily used to fool his opponents into attacking a false target, however a foe with Enhanced Senses will see through this ruse.
Adaptoid.zip

0 OM - *Fluff: Requires: Mimic*

Vision's database of various moves Adaptoid roughly copied from his friends back home. Every Adaptoid move has a cooldown, which affects the entire database - for example, if he uses an Adaptoid program with a cooldown of 3 seconds, this means he can not use any Adaptoid move for 3 seconds. This effect is referred to as the "Adaptoid cooldown". The cooldowns exist because if Vision uses too many of the Adaptoid's moves, he risks its personality programming taking over.
The Real Knife

600 OM - *Requires: Physical Strength, Ranged Proficiency, Area Attack Proficiency*

Chara can use her knife (about the size of a 8 inch chef knife) to stab normally. but when she finds herself in trouble she can turn her knife red and create red slashes. like in undertale when you fight, one foot wide 5 foot high slashes that move at a speed of 15 MPH but a speedy person could dodge it, as the beams cant turn in any direction once they are made or go farther that 20 feet or they dissipate or they hit something (also the charge up time is about 10 to 15 seconds to create a good number of them but they require most of her concentration and drain her of energy if she makes them over and over)
Miló

900 OM - *Requires: Physical Strength, Ranged Proficiency, Polarity*

Miló is the three-way weapon of Pyrrha Nikos. It has three combat functions between a single frame: Xiphos, Javelin, and Rifle. All forms of Miló have been seen to be used with Akoúo. To switch between forms of Miló, they must go through the full motions. Xiphos must transform into Javelin, and Javelin must transform into rifle. This means Xiphos cannot transform into rifle instantly and vice versa. It takes 2 seconds to switch between each form.(4 seconds to switch from Xiphos to Rifle, vice versa)

**Xiphos:**

The Xiphos form of Miló is a shortsword. The blade reaches about 2ft long and is made of some very sturdy material. The Xiphos form of Miló is relatively the simplest, but is seen to be the version Pyrrha excels the most in.

**Javelin/Spear:**

The Javelin form of Miló is around 5’ 6” long. It is a bladed spear-type weapon that has been seen used in many ways including being thrown, using in a brisk slashing motion from a distance and for the simple purpose of stabbing. The gun version of Miló can be shot through the back end of the spear. Pyrrha uses this to throw the Javelin with extreme force and over fields of distance(my guess is around 50m). It can be thrown without firing, but at decreased range(20m) and strength. Firing to throw does cost ammo and it must be reloaded when emptied. The number of bullets and clips are equal to that of the rifle form. Once thrown, it must either be retrieved or brought back to her using her Semblance(Polarity, which is described through Telekinesis).

**Rifle/Gun:**

Miló’s rifle form the least used variant of the weapon but it still serves it’s purpose. It holds a clip of 10 bullets which must be reloaded after draining. This takes Pyrrha about two seconds. Pyrrha carries five extra clips on her for her bullets, and it takes five seconds to summon a new clip if she runs completely out.(25 for all 5) The range on the gun has not been canonically confirmed, but my guess is that it relates to an old fashioned rifle/DMR. This would put its range around 50m effectively. Lastly, it is semi-automatic, which means Pyrrha can fire as fast as she pulls the trigger.(~2bullets/sec)
Vulcan Fury

300 OM *Requires: Ranged Proficiency, Homing Proficiency*

A machine gun-like gun that shoots like a barrel, comes with a lock on mode as well. Can shoot fast, and cause a lot of damage, but can use up bullets quickly. (300 OM)best used against well-armored enemies with a lot of health. 300 ammo up to unlimited based on each magazine.
Mental Meltdown

800 OM - *Requires: Ranged Proficiency, Area Attack Proficiency, Fusion*

When fused, if the fusion were to end up in a situation where it’s parts were to react too drastically different from one another, the resulting conflict would cause the fusion to defuse erratically, creating a fiery explosion 16 feet in radius. Non-damaging shockwaves can also be felt within a 60 ft diameter from where the fusion was, all fusion materials being sent 20 ft away from the centre point as well.
Geografia

GEOGRAFIA

La Geografía estudia el espacio geográfico, que es donde *los seres humanos hacemos nuestra vida*, es decir: cualquier lugar que habite o modifique el ser humano será estudio de la geografía.

ESPACIO GEOGRÁFICO

El espacio geográfico es el territorio que tiene actividad humana provocando un constante cambio y desarrollo en el lugar. Está integrado por varios componentes que tienen relación estrecha entre sí y son dependientes unos de otros.

Características del espacio geográfico

* El espacio geográfico es cualquier lugar que habite, transforme o modifique el ser humano y obtenga algún beneficio económico.
* Es el producto de las transformaciones que los humanos hacemos a lo largo del tiempo.
* El espacio geográfico satisface necesidades básicas como la vivienda, alimentación y trabajo
* El espacio geográfico está en continuo cambio por la acción que el ser humano ejerce sobre él.

### Componentes del espacio geográfico

Hay diferentes componentes del espacio geográfico: naturales, sociales, políticos, económicos, culturales.

1. COMPONENTES NATURALES son todas aquellas características creadas por la naturaleza como los ríos, mares, montañas, lagos, lagunas, etc.
2. COMPONENTES SOCIALES: son las actividades humanas inmersas en la creación de la sociedad como las actividades religiosas, las fronteras entre países, etc.
3. COMPONENTES ECONÓMICOS:  la actividad económica es el resultado de la interacción entre los componentes naturales y sociales.
4. COMPONENTES POLÍTICOS: son los componentes que marcan las divisiones no naturales entre los territorios. Por ejemplo las fronteras, jurisdicciones, políticas gubernamentales, acuerdos nacionales. Cada municipio tiene gobernantes que adoptan medidas diferentes, aunque todo el territorio mexicano está regido por la constitución. Los países vecinos tienen sus diferentes políticas y acuerdos.
5. COMPONENTES CULTURALES: son las tradiciones y la forma de vida que tiene cada comunidad. Aunque todos vivamos en México, las tradiciones de cada estado, incluso de cada ciudad son diferentes. Estos componentes hacen única a cada localidad.

https://www.estudiaraprender.com/2011/10/05/componentes-del-espacio-geografico/
Spiked Knuckles

300 OM - *Requires Physical Proficiency*

Located on Moon Knight's fists these are white spiked knuckles. Moon Knight can punch, cut, bludgeon or tear at his opponents. The spikes on the Knuckles are about an inch long. It takes Moon Knight a second to use them and they can tire him with overlong use. The range of the knuckles are very short ranged and dose medium damage.
Instant Energy Shield

300 OM - *Requires: Area Defense Proficiency*

Doom can summon a purple energy shield that surrounds him like a bubble, that is roughly 10 inches apart from his body. The shield is roughly 8 feet and inches from the ground. The width of the shield on each side is roughly 4 feet 8 inches.The shield takes him at least 2 seconds for him to spawn. The shield will last for a minute unless it is broken before then. If Doom loses concentration or starts to move the shield will disappear.
Teeth (Chi)

300 OM - *Requires Physical Strength*

This spell is cast instantaneously with no concentration. Dongja conjures the character for teeth above in mid-air. Then his mouth and jaw grows to two times its size, and his teeth turns jagged and sharp. He bites down on a target, doing good damage. But they are still his teeth. Anything that would hurt or otherwise damage teeth will still affect it normally. This move is not very exhausting, but has a cooldown of 13 seconds. As long as no spell is being cast at the same time as this one, this can be cast any time.
It's Lunatic Time!

800 OM - *Requires: Ranged Proficiency, Area Attack Proficiency, Buff Proficiency, Lampad's Torch*

Clownpiece sweeps her torch in front of her, casting its purple glow over her allies. The light inspires a madness that brings out their true strength, granting +8 ATK  for 1 post, spread out through up to 8 allies in the manner of her choosing. In order for an ally to be buffed, they must be within 20 meters of her, and be able to see the light, even if it's just out of their peripherals.
Knife of Justice

300 OM - *Requires: Physical Strength*

A Kris Knife that is a replica similar to that of Jason Todd. This was a Replica created by Amanda Waller for his own use. The knife has a 15 inch blade. The blade is jagged and can be used by Matthew to stab his opponents, or to slash them. It's kept in a sheath on his waist. The Kris Knife can clash with Lightsabers, or similar weapons, so long as they are not stronger than this. (Higher ATK than his.)
Welcome to Hollywood (Part 2)

Welcome to Hollywood (Part 2) is the 10th episode in the series.

## Plot synopsis

After the Shadow kidnaps Logan, Lucas, Tasha & Nadine, he reveals himself as Duane's old childhood friend Derek; It's up to Duane to save his family & Nadine.

## Appearances

MAIN CHARACTERS:

* Marquan Pierce as Logan Hatcher
* Massey Pierce as Lucas Hatcher
* Vivica A. Fox as Tasha Wade-Hatcher
* Duane Martin as Duane Hatcher

SPECIAL GUEST STAR:

* Ice Cube as Derek

GUEST STARRING:

* Alaya Kemp as Nadine
* Louie Nesper as Man #1
* Gregg Ailo as Man #2

## Trivia

* The shadow reveals himself as Derek, Duane's childhood friend
* Estelle appears only at the end scene where Derek is about to leave.
Birth of a Hatcher (Part 1)

**Brith of a Hatcher (Part 1)** is the 9th episode of Season 2

## Plot synopsis

When Tasha goes into labor, Duane has to skip teaching Lucas how to play tennis so he brings in Uncle Hunter to teach him; Logan and Nadine bet on what gender the baby is going to be

## Appearances

MAIN CHARACTERS:

* Marquan Pierce as Logan Hatcher
* Massey Pierce as Lucas Hatcher
* Alaya Kemp as Nadine Preston
* Vivica A. Fox as Tasha Wade-Hatcher
* Duane Martin as Duane Hatcher

GUEST STARRING:

* Jaleel White as Hunter Hatcher
* Nick & Noel Griers as Omega Hatcher
* Alex Brunson as Doctor

## Trivia

* The first appearance of Hunter until mid-season 3
* The first appearance of Omega
* He's played by Nick & Noel Griers in this episode but played Damien & Dimitri Neal in the next episode
Oscurità

300 OM - *Requires:* *Ranged Proficiency*

Oscurità is a special rifle that Dawn designed herself. Although it looks special compared to regular ARs, Oscurità is just as much a standard weapon as any. It shoots at full auto speed with a 30 bullet clip. Capable of unloading 10 bullets per second: This means it takes 3 seconds to empty a clip if Dawn held the trigger through a full magazine. It has decent range, normally best if used at close or medium range. The best range is usually point blank to about 20 meters, as it wasn't designed to be used at long range, even if it can still be used for long shots, but at a further distance, damage and accuracy will definitely be reduced. Dawn's sleight of hand allows the assassin to reload this gun with no problem, only taking close to a second to reload.
Celestial Brush: Thunderstorm

800 OM - *Requires: Ranged Proficiency, Area Attack Proficiency*

Amaterasu uses the magic brush that is at the end of her hair, turning the very world before her into her canvas. Using her golden ink (Manifestation of SP) she draws a "ϟ" symbol into the air in front of her, while saying "raikou" or "inazuma" (japanese nouns, both meaning "Lightning"), taking ~3 seconds to do so. Once completed electric energy starts sparkling over the symbol as it flies into the sky above the battlefield, taking a further ~5 seconds and creating miniature thunder clouds above it, with rumbling and booming as well as a drizzle announcing the imminent storm.

After reaching its pinnacle and spreading the thunderclouds across a large area (about 4 meters in every direction, with the symbol being the center) the rainpour intensifies, accompaigned by winds that make both Amaterasu's and her opponents's clothes flutter for added dramatic effect. What opponents must be wary of however are the powerful bolts of lightning that rain down from the ϟ symbol and hit everything in the area beneath the thunderclouds indiscriminately - indeed, even Amaterasu gets struck several times, although she is unharmed by her own attack. The attack relies less on quality, but more on quantity - the damage dealt to an opponent, appropriate for a T2 Super Attack, adds up through multiple lightning strikes rather than a single decisive one. It also causes some environmental damage and leaves numerous smouldering little craters where the lightning bolts hit.

The thunderstorm lasts for about 10 seconds during which 100 lightning bolts bombard the area - 10 bolts per second, though on average one opponent would not get hit by more than 5 bolts. After the thunderstorm ends, the symbol, now discharged, as well as the clouds dissipate.

Amaterasu must remain stationary after painting the initial symbol, up until the thunderstorm is over (18 seconds in total), and cannot use offensive moves due to the great drain put on her during that time. She can however defend herself with defensive moves in the event that her opponent(s) attempt(s) to take her down with them.

The kanji 迅 (jin, meaning "swift") also appears in the air above Amaterasu as the thunderstorm takes place, this is a cosmetic effect that does not influence the move itself.
Feral Claws

300 OM - *Requires: Physical Strength*

Amber retracts claws from her fingers like a cat. They take half a second to ready and half a second to "sheathe" or hide. Each claw is of a pinkish colour, like her Aura Projection and are two inches long. They can't be used while holding Razorback, but she can use Razorback one handed and have claws in her free hand. She can keep her claws ready for 5 minutes, however, they must cooldown if used for that long. The cool down is 12 seconds for each minute used. (So one minute if used for it's maximum time limit.)
Unibeam.exe

300 OM - *Requires: Ranged, Area Attack Proficiency*

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 60 degrees, centered around where he's pointing it. It does mediocre damage, and pushes you a little harder than a grown man would.  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.
Plague Blade

600 OM - *Requires: Physical Strength, Debuff Proficiency*

A rusted, pitted blade roughly 1.7 meters in length, used since the bloody opening acts of the Long War, this sword has no name, no poems written about those it has claimed, merely a body count. Okor can channel his own pestilence along the blade, requiring roughly two and a half seconds of concentration. The pestilence created by this act slows and weakens the foe, and drives them to a reckless assault if they lack the physical and mental integrity to resist it. After a charged strike, it functions as a simple blade for the remainder of the combat, as Okor is not one to exhaust himself overmuch in the pursuit of victory. All rots in time, after all...
Consume Essence

300 OM - *Requires: Physical Strength, Debuff Proficiency, Area Defense Proficiency*

The very ability that made Darth Zulenka the vicious war criminal everyone feared. The Sith Mistress could feed on the very fear and power that made every opponent who they were. However having being ripped from an alternate time line Consume Essence has been considerably weakened. Instead of outright melting the target into a puddle of red liquid the effects have been drastically reduced. The user's eyes glow red like that of a dying star. Grasping the target by the throat the user electrifies their hand with black force-lightning that electrocutes the victim over a period of two seconds. This ability is only effective in close combat and is not normally lethal, but can be used to finish off mortally wounded foes.
Texting with Lies

**Texting with Lies** is the 1st episode of Season 2 in the series.

## Plot synopsis

Someone sends a text spreading a rumor about Nadine so Logan & Lucas try to find out who did it; By the end of the episode it is revealed to be Eric who sent the text as a prank; Tasha helps Principal Cassidus with his date

## Appearances

MAIN CHARACTERS:

* Marquan Pierce as Logan Hatcher
* Massey Pierce as Lucas Hatcher
* Alaya Kemp as Nadine
* Vivica A. Fox as Tasha Wade-Hatcher
* Duane Martin as Duane Hatcher

GUEST STARRING:

* Carl Anthony Payne ll as Principal Allen Cassidus
* Noel St. Bassick as Eric
* Emiline Grant as Cindy

## Trivia

* This is the season 2 premiere
* This episode was meant for Season 1, meaning "The New Grade" is the Season 2 premiere
Godbreaker Ammo

600 OM - *Requires: Ranged Proficiency*

The godbreaker ammo is necron 'flesh' that was given to him by tzeench the infinite, if not destroyed completely it will grow back until it fills the vial it is contained in. When 13 is using it, he pours some into either his sniper rifle cartridge or the chamber where he will be putting one of his revolver bullets in. The unique necron flesh has the ability to go through almost all natural barricades and the warp energy that it is cased in will get though all but the most difficult magical ones. The vial is a normal test tube filled with a thick, grey liquid.
Fire (Hwa)

300 OM - *Requires: Ranged Proficiency*

After concentrating for two seconds, Dongja conjures the character for fire in mid-air, summoning a small fireball with a radius of 5 cm. This fireball can keep burning for five seconds in his hand, or until Dongja throws it. Once the fireball is summoned, Dongja can't move. Once it's thrown, it travels 5 meters before dissipating. It does moderate damage. This move is a tiny bit draining - if he uses it multiple times in succession, it will start to tire him out. No spells can be cast at the same time as others.
High Pressure System

600 OM - *Requires: Ranged Proficiency, Ranged Materialize Proficiency, Area Defense Proficiency, Buff Proficiency*

As the same spirit of weather that his other half is, Sonny isn’t any sturdier than Summer. His resilience instead comes from the half of their split power he was left with, dispersion and destruction. He is naturally enveloped in a warm, glowing aura that softens oncoming blows (this is simply represented through his DEF, just being a fancy way to describe it.) This aura can be channeled even further, however, granting him something a bit tougher than his standard defense. By slightly increasing the strength of his aura over the course of 5 seconds, a process he must remain totally still for, it becomes just powerful enough to deflect attacks that would otherwise have been glancing blows, allowing him to take less needless damage. However, this doesn’t affect direct hits in the least. If it hits him straight on, he’s still taking the full force of it. This increased defense, though not incredibly taxing to maintain, is something he’s only capable of sustaining it for around a minute at a time, and leaves him unable to use other magic while he is concentrating on it. He is, however, able to move about, strike, and defend freely during this time, only his spell use is hindered.

Alternatively, he’s capable of granting this aura to an ally for a short time. Sonny concentrates for 10 seconds, slowly enveloping a chosen ally within 10 meters of him in a self-sustaining, miniaturized high pressure system. Both of them must remain still for this to work. This system looks and acts exactly like his own natural dispersion aura, being a defense that works through deflecting glancing damage and keeping needless hurt down, while doing nothing to direct hits. Despite being a boon, the spell is crafted more like a curse, as it feeds off the energy of the person it is attached to rather than Sonny’s energy, though it drains their energy at twice the rate, only allowing them to maintain it for about half a minute. There is a slight tweak to the curse-like nature of the spell which allows the shielded person to break it when they want, however, preventing him from wearing out allies too much, but also preventing him from placing it on an enemy and drain their energy without a fight. However, unlike Sonny's own version, which he must maintain, this version of the aura is a passive spell, and allies who are granted it aren't hindered, being able to fight, use spells and powers, and in general do everything they could do as if they didn't have it.
Fragmentation Grenade

300 OM - *Requires: Ranged Proficiency, Area Attack Proficiency*

A hand-sized grenade that shoots fragments of shrapnel in a large explosion. The blast of the grenade can damage with a sort of force that can push them to the ground, though it doesn’t hurt as much as one would think. The real danger is the innumerable sharp, metal pellets the force launches. Each shrapnel piece is hardly a centimeter big, maybe two. The force blast reaches only three feet past the blast point, but the shrapnel flies between five and ten feet. The ignition is released by pulling the grenade pin, after that, it has 4 seconds until it blows up. Dawn can carry eight and only eight grenades of any type at one time. This means that if she has more than one type, she must determine what grenade she wants to use having only 8 slots. It can be thrown 10 yards from the user's stationary position. They are stored on her belt, ready for use when she is.
Rapid-Fire Ki Blasts

300 OM - *Requires: Ranged Proficiency*

By focusing his energy for a few seconds, Cell can form a melon-sized orb of of yellowish ki in each of his palms. Holding his hands towards his foe, these balls assume a teardrop shape when launched and erupts in a meter wide explosion on contact with a surface or opponent. Unlike his standard Ki Blast, Cell can fire this attack with machine-gun quickness, though the damage and range are cut in half. The volume of bullet-quick blasts coming heading towards his enemy can, however, make it far harder to avoid even a small percentage of them. Unlike his standard Ki Blast. Cell must remain still while firing these and carrying out this attack for more than about 15 seconds is extremely draining on him.
Fist of the Fallen

800 OM - *Requires: Physical Strength, Steel Gauntlets*

Imbued with rage for her fallen allies, Erika/Dawn puts all her physical strength into a single massive strike that is strong enough to shatter steel into pieces. The girl winds up a haymaker punch, taking about three seconds to gain some focused power(which can be signified by her arm gaining an aura of red, pulsating light) and charges her enemy, aiming to bludgeon her foe with a single attack of massive power. Once this attack is made, successful or not, it renders the Steel Gauntlet attack useless for about ten seconds while they repair themselves with the Omnilium infused in Erika/Dawn’s glove.
Energy Blasts (Doctor Doom)

300 OM - *Requires: Ranged Proficiency*

Doom Charges yellow mystical energy through his armored hands, taking at least 5 seconds. When the energy is charged he aims his hands at whoever is his enemy and blasts the energy at them causing medium damage. The width and height of the blasts are roughly 5 inches. The blasts range is can at least reach up to 40 feet. The blast can go up to the speed of at least 45 miles per hour. Over repeated use of the move will force Doom to have to recharge his mystical energy which will last to about 50 seconds.
Nitro.exe

600 OM - *Requires: Area Attack Proficiency*

Vision explodes. The explosion is a spherical attack with radius 4 meters. It does decent damage and throws all people back exactly 1 meter away from where they were. However, using this move is EXTREMELY exhausting, since he has to spend four seconds and a portion of his Solar Power (SP) collecting his molecules together again Humpty-Dumpty style. While he's reforming, he can't do anything, not even move. It is unclear why, but if you aim for the center of the explosion while the Vision is recovering, he will take damage. Also, he cannot repair any damage... while repairing himself... Theoretically, he could use this move repeatedly, but he'd probably collapse in the middle of the fight from lack of energy. This move has an Adaptoid cooldown of 4 seconds.
Can't Touch Me: I

600 OM - *Requires:* *Teleportation*

Seeing an attack coming he would much rather dodge than attempt to block, Dane teleports out of its range before it can land. Unlike teleporting usually, this teleport doesn't have to be charged or focused on. As a result, it is more tiring.

Very strong attacks (T2 or higher) have a slight distortion effect on the magical field. While this is a core spell, it's still influenced slightly. As a result, the teleport is slowed and Dane is likely to still be somewhat damaged by the attack, although less so than if he didn't attempt to dodge at all.
Hand (Soo)

300 OM - *Requires: Physical Strength, Area Attack Proficiency*

After concentrating for 3 seconds, Dongja conjures the character for hand in mid-air, summoning a big-ass dark-grey arm from the ground behind him. The hand is 120x200 cm, and the arm is two meters long - in other words, the effective range of this spell is 2 meters. Once the hand is summoned, Dongja may not move at all until it dissipates. Once cast, the hand attempts to slam the target for above average damage. However, you only get one shot - the hand disappears shortly after the slam. Furthermore, as the hand is a projection of Dongja's own hand, any damage incurred to the arm will be carried to Dongja. This move is barely draining - it just takes a while to summon and it's clunky to manipulate. No spells can be cast at the same time as others.