recursal/Fanatic-Fandom huggingface dataset:
Prayer Bead Chain

600 OM - *Requires: Ranged Proficiency, Remote Control Proficiency*

OFFENSE: By thrusting her palm forward Amaterasu then sends one of the beads flying forward in a straight line, at a rate of around one bead per second (1 bead per 2 seconds if she can’t use one of her hands, 1 bead per 4 seconds if both hands are disabled). She can not control their trajectory after launching them.

DEFENSE: Alternatively to using them as an offensive weapon, Amaterasu can also use the beads to intercept enemy attacks to weaken or stop them, though she cannot make a “barrier” with multiple beads this way. They can take one or two attacks before breaking. Again, movement speed is around the same as an arrow, though they will remain stationary, floating in the air, until recalled.

Amaterasu must have the bead in question floating around her waist in order to use it for either offensive or defensive purposes, she cannot have them fluctuate between offensive and defensive without “recalling” them first.

RECALLING: After having used a Prayer Bead for either offensive or defensive purposes, Amaterasu is able to “recall” them remotely. This causes them to turn transparent and intangible as they come flying back to Amaterasu. They fly around the same speed as when used offensively, so if Amaterasu hasn’t moved since her attack they would take the same time to return as they took to reach where they are now. Due to being intangible they cannot “boomerang”-hit an opponent in the back. Amaterasu cannot recall a bead mid-flight after firing them, she needs to wait until they hit an object or fall to the ground (Offense) or until they have reached where she wants them to be and have become stationary (Defense).

DESTRUCTION & RECOVERY: If one or more beads are destroyed Amaterasu must materialize new ones, which takes ca. 2 seconds of concentration for each bead - 24 seconds if all 12 of them were to be destroyed. She doesn’t have to materialize all of them at a time though. While concentrating Amaterasu’s movement speed is halved.

## Mods' Notes

* Vision's Notes: The reason this Move might have been approved at 600 OM is because it has two functions: the sections titled Offense and Defense. Recalling has an impact on the way the Move works, but it is more of a drawback, not an additional use.
Deadshot's Wrist Guns

300 OM - *Requires: Ranged Proficiency*

The wrist guns that belonged to Dead Shot. These were recollected by Amanda Waller and issued by Matt. They have been recreated by him. They attach to his wrists like bracers, and are about similar length to an old school set of bracers. They have a range of 30 feet. He is highly accurate with these weapons. While they may only do low damage, the Wrist Guns only have fifteen bullets, per wrist gun. It takes him roughly four seconds to swap out the clips when he has ran out of bullets. This can fire three bullets per second.

RP Fluff: They also can shoot grapnel hooks out of them, like a grapple hook.
Celestial Brush: Galestorm

300 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. She draws a "wind" symbol (this here) into the air in front of her, while saying "kaze" (japanese noun, meaning "wind"). This creates a powerful wind of around 3 meters wide and 2,5 meters tall, that horizontally blows from behind her in the direction she is currently facing. Small, light objects and projectiles caught in the wind can be blown away by this.

Other beings can move through the wind, but it takes a great deal of effort to move towards Amaterasu. Someone with less defense than Amaterasu's attack stat can only move at a fraction of that speed - for instance, if Amaterasu has 3 attack and uses this against a Prime with 2 defense, they would be able to move at roughly 2/3rds of their normal speed, without considering Super Speed, Burst Movement, Teleportation etc. However, if their defense is equal or superior to Amaterasu's attack stat they can move towards her against the wind, though it still takes some effort to do so.

Amaterasu must focus entirely on using Galestorm and has to stand still as long as she continues to channel it. The maximum duration that she can cast Galestorm for is ~8 seconds. It drains a small amount of energy which rapidly accumulates if used continuously or for many times in succession, using it for its maximum duration without break would leave her physically exhausted and needing to catch her breath for a bit.
For around one second, the kanji 風 (kaze, wind) appears also appears in the air above Amaterasu as she begins casting Galestorm, this is a cosmetic effect that does not influence the move itself.
Time Dust

800 OM - *Requires: Ranged proficiency, Time Manipulation*

Amber forms an odd crystal in her hand colour of silver taking two seconds prepare. When smashed into dust the sandy substance explodes into a field of sonic energy that slows down time for everything within the energy, except Amber. The field expands quickly, but doesn't last very long, about 5 seconds. The change in pace is equal to slowing a character down by half their speed, rounded up. This field of effect is a sphere with a 3-meter radius so it’s fairly small, but can be difficult to escape when being attacked by Amber.
Wolf Fang Fist

0 OM - *Fluff*

After assuming Yamcha's signature stance, Cell launches himself at a foe and lets loose a flurry of melee attacks with his fists, feet, and tail. The onslaught lasts about 15 seconds, and while individually the hits don't deal much damage, the lightning-quick strikes can be quite hard to avoid.
Flower Shooting

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

With a flick of her parasol, Yuuka summons a barrage of flower-shaped bullets in a line about a meter long horizontally in front of her. After about a second, these rapidly fire out at about the speed of a fairly fast baseball in a conical shape for about 5 seconds, reaching a maximum distance of 30 meters and width of 10 meters before their magic fades an they dispel. The downside is that further away, the bullets are farther apart and deal far less damage than they would at close range.[/color]

Yuuka can also charge this attack for about 3 seconds to fire a more shotgun-like volley of bullets. These are more powerful and have a wider radius near her, around 5 meters, but do not go as far- only about 15 meters- before dissipating.

Technically, Yuuka could move, change shot direction, or turn while firing this if she wanted to, but it would require taking her attention off of what she's firing at. Not to mention, she sure isn't going anywhere fast. She's usually too focused on fighting to move more than a few inches to either side. This is her form of a "basic attack", and hence getting hit by one or two of the bullets would be roughly equivalent to being punched with equivalent strength and windup time. While this attack itself doesn't require all of her concentration beyond the first casting, it would drain her attention enough to distract her from casting anything else, hence it's not able to be used with anything else. It takes about as much out of her as anything else for an out of shape, middle aged lady.
Boost Ring

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

Aquamarine uses her wand to create a ring on the ground around 10 feet in diameter up to 50 feet away from herself, which uses technology from Homeworld to lessen the effects of gravity on others. The ring lowers the effects of gravity on both allies and enemies in the ring, and as a result raises their speed in battle by around 20%. The ring only lasts for 15 seconds before returning to the wand, and it takes 5 seconds for the ring to be created, with Aquamarine using up a small amount of stamina to create the ring. While Aquamarine needs to focus to create the ring, she does need to focus after the ring is created, and the maximum amount of rings she can have on the ground is 2. Lastly, if the wand is taken from Aquamarine, she will be unable to use the move, though once she regains the wand she will be able to use the move again.
Energy Blast Attachment

300 OM - *Requires: Ranged Proficiency*

A modification that can be installed on the Wrist Guns, so as to change them from bullets to energy beams. While this may reduce the ammunition to seven shots, before the power pack must be changed out, it ups the damage to moderate with each shot. This takes him about 5 seconds to swap between energy and regular. Should he run out of shots, it takes him about 7 seconds to recharge. This is moderately draining on his stamina, and has a range of 45 feet, compared to the others.
Eye Beams

600 OM - *Requires: Ranged Proficiency*

By focusing his energy into his eyes, Dick can fire a deadly beam. He starts the attack by charging up his energy for about three seconds before releasing firing two blue beams of that combine into one about three centimetres from his face. From there, he can either leave it as a simple, short blast in which case it dissipates immediately after hitting the target, or he can sustain the blast. If he chooses to sustain the blast, it causes a minor energy cost for as long as he continues to fire it, about equivalent to that an average person would feel when jogging. Being hit with the blast causes burning wounds, the blast itself about fifty degrees Celsius. As such it likely will only cause first degree burns if hit with only a temporary blast but can be worse if the blast is held. The blasts can be fired while moving, but require Dick to be looking at his target and as such it renders the use of other moves impossible while this move is held. The beam is relatively accurate, able to hit a target accurately for up to about thirteen metres away, and while it wouldn't be impossible to hit something farther than that, from there accuracy starts to dip off.
Wing Flap

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

Aquamarine's water wings are not just for show, and while she cannot use them to fly in the air or even hover, she can flap them very quickly to create a gust of wind to hurt opponents. The Wing Flap creates a gust of wind that affects everything in a 15 ft cone in front of Aquamarine, which is able to push opponents away at 30MPH as well as being able to lightly damage them. While Aquamarine can move while flapping her water wings, she cannot use any of her other Moves while using her wings, and she can only flap her wings for 5 seconds at a time, with her being slightly exhausted after each use.
Septic Shiv

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

With a brief hand motion, Okor summons the favoured weapon of Nurgle's Chosen: The Plague Knife. A cruelly barbed and twisted weapon, dripping with noxious slime, this rusted blade has ended many battles with a single swift motion. However, the virulence of the weapon only allows it to exist for a short period of time, allowing Okor to use it for a single blow before it dissipates back to whence it came. Upon striking a foe, the enemy is almost immediately afflicted by the infections harboured within its dread design. Fever, buboes, boils, necrosis, hemorrhaging, are all common symptoms. The strength of this infection varies, dependent on the unfortunate opponent struck. A mere mortal would quickly succumb and dissolve into a primordial sludge, whereas the more hardy would simply suffer a potent fever, its effects driving them into a blind rage. Of course, these symptoms are less effective against primes, and particularly resilient primes may shrug off infection altogether (Although they will still have a rather ragged wound).
Ithaca 37

300 OM *Requires: Ranged Proficiency*

This gun Marcus uses is a old gun of Kyle Reese’s. The gun is a pump action gun.The gun has about 3 shots of ammo per round. It takes Marcus three times to pump and another shell comes into play.. When hitting the trigger, the used shell falls out and another shell comes in. The blow to the enemy is within 20 meters away considering it can be good up close or at a distance. but this doesn’t come without a light blowback. This is a .12 gauge gun.
Tina Moore

**Tina Moore** (14 May 17 AS – 21 June 1 PS) was the female tribute from District 5 in the 1st Hunger Games. Originally from Foxtrot, she was 17-years-old and was studying to become a power plant employee prior to being reaped for the games.

In the games, Moore was the twentieth tribute killed. Immediately after the games began, she ran away from the cornucopia and into the woods. She began her own camp, but when the Careers tracked her down and tried to kill her, she killed Finn Lou of District 4 and got away. Afterwards, Moore kept to herself in the arena, and vowed only to kill if her life was in immediate danger. After living in a tree for several days, Moore was hunted down by Cashmere Alexander of District 1, and killed by an arrow to the throat.

## Early life

Moore was born in Foxtrot, District 5 to parents Marlon and Christa Moore. Both of her parents work at power plants. Gallows has a younger sister: Angelina.

Moore's father is a recreational archer, who taught Moore how to shoot a bow and arrow as a young child. She has called herself a "life long archer".

## *1st Hunger Games*

### Pre-games

#### Reaping

At the District 5 reapings, Moore's cousin Pauline, a 12-year-old who suffers from Asperger syndrome, was initially reaped for the games. Knowing that Pauline would be unable to survive in the games, Moore volunteered to take her place, knowing she had a better chance than Pauline would've. The escort for District 5 was Jesibelle Jorg, while the male tribute reaped for the games was Wesley Pierre.

#### Opening ceremony

In the opening ceremony, Moore was styled by the District 5 head stylist Kailen Stormer. As District 5's industry is power, Stormer designed a lightning bearer costume for her tributes. They placed 8th out of 12.

#### Training

In training, Moore demonstrated extreme intelligence and strong survival skills. Additionally, she demonstrated excellence with a bow and arrow, earning herself a training score of 7.

### Games

In the games, Moore was the twentieth tribute killed. Immediately after the games began, she ran away from the cornucopia and into the woods. She began her own camp, but when the Careers tracked her down and tried to kill her, she killed Finn Lou of District 4 and got away. Afterwards, Moore kept to herself in the arena, and vowed only to kill if her life was in immediate danger. After living in a tree for several days, Moore was hunted down by Cashmere Alexander of District 1, and killed by an arrow to the throat. She placed 5th out of 24.
Can't Touch Me: II

800 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. That said, noticing the opponents attack appears to be very strong, he expends more magic than he would typically need to in an attempt to hasten the dodge. As a result, it is more tiring than 'Can't Touch Me: I'.

Dane can also bring up to two others (one per arm) with him providing that they're within arms reach and he can grab them quickly enough prior to teleporting. He needs to be touching them for them to come with him.

While this spell is overcharged the magic in an attempt to avoid being impacted by any magical field distortions, some incredibly strong attacks (T3 or higher) will have an effect that's so large, it's unavoidable. 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.
Shield

300 OM - *Requires: Physical Strength*

Someone's up in your face? Someone threw a knife at you? Someone's trying to hit you with a big scary axe? Use a shield! Dane bashes his opponent in the face with his round shield, attempting to knock them back. The shield is made from a mix of wood, leather, and metals and is about 2ft wide. Due to the shield's composition, when used for blocking it tends to soak rather than deflect bladed attacks if not angled properly - sometimes causing weapons to get stuck on its thick surface. Naturally, it requires regular maintenance.
Batarang (Matthew McGinnis)

300 OM - *Requires: Ranged Proficiency*

A batarang that was one of the older ones used by Bruce, that was retrieved by Amanda Waller. This is moderately draining on his stamina, and takes him about 5 seconds to summon to his hands. It's moderately damaging. It cannot home, or change direction. Yet when it is done being used, it almost always returns to his hand, so he can put it away for his own use later. Requires the use of one hand. This will hurt like someone was hit with a baseball bat when it smacks someone upside the head.  6 inches long, 3 inches wide, and a quarter inch thick are the dimensions of the batarangs used by Matt. They can be collapsed should he need to conceal them. They're designed just like the one shown in the picture.
Is That Supposed To Hurt?

800 OM - *Requires: Physical Strength, Aura Projection*

Amber hardens her body to tank anything her enemies think can hurt her, holding still and digging her feet into the ground beneath her. Her body flashes with an immensely bright pinking aura, shinning gloriously. While active, she is able to take hits that could crush a giants skull like a walnut, or otherwise disintegrate fully grown trees to dust. Only to be used with extremely cause, and care.
E33-Veru

300 OM - *Requires: Ranged Proficiency*

A close range, pump action shotgun for those nasty close encounters. This weapon holds six bullets at a time in its chamber and is reloaded through the side with each individual bullet, making it a task to reload. Even Dawn takes a good five second to reload all the bullets; Erika takes ten whole seconds! All together she has 30 bullets, making for 5 full magazines. Every shot must be pumped to load the next bullet into the chamber. This takes only a second for both Dawn and Erika. Its range is also extremely short, only able to reach 10ft effectively, but it's much more effective when it's closer since it shoots with a spray. Two hands are required for this weapon, so it cannot be used with other weapons. The user must stop to shoot but can move with it in their hands.
Hijiri's Katana

300 OM - *Requires: Physical Strength*

It's just an ordinary katana. Fairly light compared to other types of swords, with a slightly curved blade, only one side of which has an edge. The pommel & guard are gold-coloured and the grip is dark purple & red. The hilt is long enough that it can be gripped with both hands if necessary. Also, it comes with a dark purple scabbard. The katana's total length is 96cm; the blade is 72cm & the hilt 24cm.
Air Uppercut

300 OM - *Requires: Basic Super Jump, Physical Strength, Master Acrobatic*

When Jak is on the ground, he can kick an enemy up into the air with his feet sending the enemy up into the air for a short distance. While the enemy is knocked into the air, Jak jumps twice and can perform a "juggling like move" keeping the enemy in the air for as long as Jak can keep the move up.
Cultist Blades

300 OM - *Requires: Physical Strength, Debuff Proficiency, Cultists (Assist)*

The Cultists arm themselves with twisted shivs, drenched in noxious mixture of blood, disease, dirt, and sewage. Should a foe fall victim to their frenzied assault (A difficult task, considering their patient gait and lack of skill, but a likely occurrence should they be surrounded), they will begin to sicken. The disease spreads quickly, inflicting nausea, dizziness, and possibly vomiting, should their defense be equal to or lower than 2. While unpleasant, these effects fade after twenty seconds.
Driven Mad

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

 Clownpiece pours her power into her torch for five seconds, before sweeping it out in front of her, strengthening its madness-inducing light and sparking extreme impulsion and aggression in any enemies within 20 meters who see it. For the thirty seconds their lunacy lasts for, those affected no longer care about their own safety, or that of their allies, instead overcome with a single-minded determination to attack. They become very likely to accidentally harm themselves with their own attacks, as well as trip over or otherwise get in the way of their allies. Can be blocked by super defenses.
Sniper Rifle: Transonic Arquebus

300 OM - *Requires: Ranged Proficiency*

A high power sniper rifle based on top of a tripod that can only be shot with full accuracy while on the ground and with 13-Jzall standing still, although the tripod can be set up quite quickly depending on 13's speed. It can hold 3 bullets including the one in the barrel and is bolt-action. Changing the bullet takes 1 second and reloading takes 5. The tripod takes around 5-10 seconds to set up depending on where he is, it can be shot without the tripod just not that well. The bullet type is 14.5x113mm which has an effective range of around 2000m. To be hit is to not notice anything until it is too late. It enters and exits your body as fast as lightning as is no less deadly, although it can not set things on fire, it can be used to break locks or windows without being seen.
Little Sn0w

600 OM - *Requires: Ranged, Debuff Proficiency*

A cobalt snowball blaster gun which glows with some icy bluish magicky-magicness on the inside that creates four tightly-packed snowball rounds, each snowball the size of a baseball and weighing about 5 ounces. Regeneration time for all four of the snowballs once the cache is empty is eight seconds. A snowball can be fired at a rate of one per every 3 seconds. They fly about as fast as a tossed snowball, 25.0 m/s ideally. Upon contact with an adversary, the snowball breaks into bits of icy cold snow which can cause momentary sluggishness paired with intense chills for about six seconds; the range of the snowball’s remnants upon crumbling is about a foot of spray in all directions. If a target is hit by multiple rounds, the chilling effect will grow more severe and the amount of time the effect lasts will be the usual six seconds multiplied by [# of rounds divided by 2]. Upon contact with the ground if Jade happens to miss her target, they create an environmental hazard of slippery ice, a patch roughly 14” x 18” in size, which lasts for about a minute before gradually melting away. Jade does not have to remain stationary to fire this blaster and can run at normal speed.

*Side Note: The snowball rounds do not deal any actual damage and are meant as a nonlethal projectile that will only stall Jade's opponents with their chilly magicks.*
Ebonywood Hellscythe (Weapon)

300 OM - *Requires: Physical Strength*

Ebonywood Hellscythe's scythe is an ebonywood hellscythe. The pole is 5ft/1.5m long and made of dark black ebony. It's smooth to touch and feels slightly warm. Attached to the top is a curved silver blade that's 3inches/7.6cm tall where it joins the pole and about 1cm wide. The blade stretches and curves for 2ft/0.6m where it slowly gets narrower and shorter until it eventually reaches a fine point. While made of wood and silver, the scythe is incredibly durable and resilient, so even the narrower points of the blade will require very considerable stress to break.

Carrying a scythe that's almost as tall as you everywhere can get very tiring. Even if it's super cool and Ebony is much stronger than her appearance would suggest. If the scythe is ever more than 5m/16ft from Ebony it disappears. When this happens, parts of the scythe fall off rapidly as small dark, glowing, purple flecks that dissolve into the air. If Ebony maintains line of sight with her scythe and focuses on it then she can choose to prevent this effect. Also, Ebony can say a 5-second enchantment to cause the disappearing effect on purpose.

To regain the scythe, Ebony has to stand still and focus. Over the first 3 seconds she chants and spreads out her hands, this causes the staff to form from glowing dark purple magic. Them she chants for 2 more seconds and spins the staff. When this happens one of the ends glows purple and the blade forms off it. This is not a draining process. If the scythe is used to attack with before fully forming, it will shatter and dissolve into the air.

Ebony attacks with her scythe spinning the sharp edge of the blade towards her opponent, or by using the ebony staff to attempt to pummel them. She needs to use both hands to use the scythe effectively. It may be held in one hand, but only attacking with one will make it much more unwieldy than it already is. When attacked with, the scythe blade leaves a trail of harmless deep purple flames. These dissipate quickly. Furthermore, while using her scythe, Ebony's eyes glow red.
Rad Rounds

300 OM - *Requires: Ranged Proficiency, Debuff Proficiency*

An archaic crusade pattern bolter, coated in rust, hung with teeth ripped from Man and Xenos alike, this weapons has seen Okor through a thousand battles. Loaded with irradiated bolt rounds, it is a thing of death and destruction, spitting a round a second, with a magazine of two dozen rounds, requiring six seconds to reload.

Upon hitting a target, the bolt rounds detonate a fraction of a second later. While in the forty-first millennium, this would blow a man in two. In the Omniverse, it simply spreads the radioactive shrapnel throughout the body. This radiation impairs the foe's combat ability, wracking them with radiation from inside their body. This shrapnel must be removed before the effect subsides, requiring either medical treatment, or 10 seconds of concentration to purge the shrapnel with Omnillium.
The Omniverse Move Catalogue

## Welcome to the The Omniverse Move Catalogue

If you have found this wiki, you are likely from the website. If not, however, come over to www.omniverse-rpg.com and check it out.

The main point of the wiki is for move cataloging, as Omni says it, "Keep every approved move in a single browsable location for ideas and education, and even for purchase if the owner's permission is sought."

## What is the Omniverse?

(from the About page of the website) The Omniverse is an online play-by-post (PbP) roleplaying game in an original multiverse setting. Basically, it's an RPG where the main form of participation is by writing about your character's escapades and posting on the forum. Our setting is a strange, interconnected series of worlds or 'multiverse', governed by a mysterious godlike being called Omni who draws 'interesting' individuals from countless universes to his 'Omniverse' for unknown reasons. You'll travel between these 'verses', encounter other inhabitants and slowly increase your character's abilities. There is no 'end' to the game, but over time the story will advance, driven by the players and the staff.

Much like any other RPG, characters on the Omniverse have stat sheets that indicate their strengths and what they specialise in. By posting, you'll automatically earn 'Omnilium' or 'OM' (just think of it as experience points and money combined) which you can then use to purchase items or character upgrades by posting on your character's Purchases Log.

Unlike many play-by-post games, there's a great degree of player-staff interaction, much like a game of Dungeons and Dragons. Your character is not in a vacuum! Shoot a soldier in broad daylight and you're likely to get yourself a bounty, which other players can then take up. Get into a fight in a place your character can't defend themselves? They may end up dead, or worse ... banished (but don't worry – neither of these means the end of your character's story). This is still a role-playing game. These elements are meant to make the world more immersive, more interconnected. Although there are elements of competition, the Omniverse is about co-operatively creating a story, not 'winning'.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Elemental Cutlass

300 OM - *Requires: Ranged Proficiency*

A Cutless made of the same energy as Des' shots, thus also allowing it to change color depending on the dominant element (which again, is just fodder); becurse of the fact that the energy doesn't need to be condensed in this form, the sword is only semi-opaque. The form is based primarily off of a 19th century french naval cutlass but it does have a few changes, like how the blade is two and half to three inches at the widest point, and 11 at it's longest. Needs 0.5 second of concentration to summon but doesn't need any concentration to maintain once summoned. Despite it's unusual material, it's feels much like a regular sword to hold and be hit by.
Quarterstaff (Moon Knight)

300 OM - *Requires: Physical Strength*

A white Quarterstaff that is about 7 feet tall in height and 2 inches in circumference and is 3 inches in height when concealed in Moon Knight's belt. The staff's range is short and dose medium damage, it takes Moon Knight about 3 seconds to pull it out of his belt, one second for it to activate into full size and takes him about a second to use. Moon Knight can tire from overuse of this weapon. The Quarterstaff itself can beat, whack, smack,  bludgeon and sweep his opponents.
Characters

This is a list of some of the characters that exist, past and present, in the Omniverse. Here, you can read a list of Moves organized by character.

* 13-Jzall
* Aadibah
* Ada Wong
* Amaterasu
* Amber Veritz
* Aquamarine
* Cell
* Chara
* Cirno
* Clownpiece
* Creatia Weatherly
* Dane Regan
* Dawnika Snow
* Desman Black
* Dick Howland
* Doctor Doom
* Ebonywood Hellscythe
* Gaston
* homin-Ratione
* Jade Harley
* Jak Mar
* Marcus Wright
* Matthew McGinnis
* Moon Knight
* Ok Dongja
* Okor
* Pyrrha Nikos
* Summer
* Syn Shenron
* Takanomiya Hijiri
* The Vision
* Trixie
* Whis
* Yuuka Kazami
High Pressure Shield

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

By concentrating the very same dispersive forces that envelop him, Sonny is able to create an incredibly compact and resilient high-pressure system. Over the course of about four seconds, Sonny concentrates, coalescing his repulsive magic around either himself or an ally within 30 meters of him, and creating a warm, glowing translucent bubble just large enough to completely cover whoever is being defended, but can only get up to 12 feet in diameter. This bubble lasts for up to ten seconds, or until a T1 Super worth of damage has been mitigated, deflecting glancing attacks and greatly diminishing the strength of direct attacks, like his own aura naturally does.
Webshooters.exe

600 OM - *Requires: Ranged, Debuff Proficiency*

Vision presses both of his middle and ring fingers to his palms, launching two projectiles with an effective range of 5 meters at up to two targets from his wrists. The projectiles cause no damage, but if the target is hit, they will envelop them in a sticky white substance resembling spiderwebs. One projectile renders the target unable to move at all for 1.5 seconds each - if both projectiles hit the same target, the target cannot move for 3 seconds. Alternatively, the Vision will fire two ropes of web with the same effective range at up to two targets. If any of these ropes land, the Vision will yank the target towards him. This action will generally pull the target around 3 meters. This Move has an Adaptoid cooldown of 1 second and can be used 6 times per fight before it needs to be recharged.
Cultist Barrage

300 OM - *Requires: Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency, Cultists (Assist)*

Okor's Cultists clutch damaged and much-used ranged weapons in cloth-wrapped claws. Depending on the nature of the 'verse he dwells within, the cultists wield appropriate weapons: Within a primitive verse, they let loose crossbow bolts and arrows, whereas in the dominion of Coruscant, low-caliber firearms are favoured. While various afflictions prevent the cultists from achieving accuracy, the enthusiastic fusillade of fire serves to suppress a small group of targets within 30 meters, forcing them to choose between finding cover or weathering the storm.
Summer's Heat

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

A nonlethal, but still dangerous method of fighting that Sonny uses to wear people out. Over the course of 5 seconds, he channels the heat of summer through his body, setting a spell to maintain that power by itself, before he’s able to move around and fight once again, now with a weapon at his disposal. This spell lasts indefinitely, but he is unable to use any other attacks or moves while it's active, even Supers (though he can still power-up). Sonny’s body is infused with solar heat, and every movement is followed and surrounded by a burst of extraordinarily hot air, blowing no more than a few inches away from him and only lasting for about half a second before it mixes with the surrounding air. Each brush against him and each gust felt induces slight heatstroke in the victim, mildly sapping their energy. The strength of this move, how much energy it drains, is dependent upon his ATK and their DEF, but is always efficient. It always wears out the enemy more than him, though not always by much.
Mjolnir.exe

300 OM - *Requires: Physical Strength*

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

600 OM - *Requires: Ranged Proficiency, Debuff Proficiency*

Okor's corrupted and malformed abdomen splits open, the bones revealing themselves as crooked, mangled teeth. From within this maw, decrepit entrails begin to stir, protrusions of spine and bone adorning the twisted organs. With a desperate hunger, one of the monstrous tentacles extends up to fifteen meters in a short span, wrapping itself around a foe, cutting deep into their flesh with its barbs. If the Foe's combined ATK and DEF stats are lower than Okor's, they are pulled towards him. If the Foe's combined ATK and DEF score is less than half of Okor's combined score (rounding down), they are pulled the full distance towards him, and are subject to a few bites from his maw. Otherwise, they are merely pulled closer towards him, the distance moved dependent on the difference between their ATK and DEF scores. A weaker opponent will be pulled perhaps ten meters, while a foe of average strength might be pulled only 5 meters.
Lethal Injection

600 OM *Required: Physical Strength*

An ironic way of being picked off by a cyborg, Marcus lifts the target up and smashes them against whatever and a syringe appears in Marcus’s hand, once the same way he died, becomes the target’s worst nightmare.

He stabs said target with syringe and watches as they suffer the same way he did over a few minutes.
Knife

300 OM - *Requires: Physical Strength*

 Gaston's weapon for melee. A small knife, this measures thirty centimetres in total length, twenty for the blade and ten for the handle. The blade is mostly straight and made of a silver steel, with one straight, mostly flat side and one slightly curved, sharp side. These two sides merge at a sharp point at the end of the blade. Gaston keeps this in a sheath on the back of his pants, and it takes about a second to take out.
Heavyweight.exe

300 OM - *Requires: Physical Strength*

Over a span of 0.2 seconds, Vision densifies his limbs until they are as dense as diamonds. They can remain this dense for 1 second at a time. He then swings at a target, doing more damage than he would with his regular limbs, but moving much more slowly. He is also heavier when his fists are this dense, so he moves slower, and cannot fly. He may use other Moves while using this one, but since it requires a decent amount of concentration to maintain, Vision will have difficulty aiming his other moves. While there is no cooldown, repeated use will tire Vision out.
Moyashi

300 OM - *Requires:* *Physical Strength*

Moyashi is a sword created from the fires of a volcano. Other than that, it's just a normal katana. The blade is about 3ft long, give or take, and has jagged saw teeth that are used to tear off the opponent's flesh. Moyashi can be used with another weapon besides Dawn's sniper. Though wielding it with two hands generally makes it stronger and much more precise than with one hand. It's rather simple to summon which takes it only a second to spawn up. The sheath is hooked to Dawn's waist where she must put it if she wishes to use a two-handed gun.
Muffle

300 OM - *Requires:* *Stealth, Suppression*

Basic Summary of effects: Dane uses his magic to suppress all sound within 0.5m/1.6ft of himself. This has no visible effect. So, in essence, the spell allows the caster to walk or run silently. A twig stepped on will not make a sound, however, it will still snap. If a pot is knocked over and falls within 0.5m of Dane, it will not make a sound. But if it falls outside this radius and shatters, it will. Should Dane try to yell, no one would hear it.

Using: To use, Dane has to stand still and concentrate for 5 seconds. Once active, it will remain active as long as Dane concentrates on it. This can be used in conjunction with the stealth power to become both invisible and produce no sounds (although in a desert, for example, tracks will still be visible).

Ending: If Dane takes damage, the effect instantly ends and Dane suffers mental feedback preventing all moves for 3 seconds (it's hard to focus on anything with a headache) but can still attempt to block and dodge out the way of attacks. It will also be ended by any very loud sound (on the level of a flashbang or grenade), which causes a mental feedback that can potentially damage Dane. Otherwise, Dane can end this at will, although should he take damage or be near a loud noise within 1 second of doing so, he will still suffer the appropriate feedback effect.

Drawbacks: Moves and attacks cannot be used while muffle is active due to the concentration required. That includes generic swings of a sword and punches, as well as the charging of attacks. Movement powers still work (e.g. super jumping/flight, burst speed, etc.). Summoning does not work. The move is no more exhausting than walking is to the average person, so in the short term Dane will not tire, but if kept up for more than a few hours before a fight (for example) without at least half an hour of rest prior, Dane would start the fight fairly tired. Dane can hear everything at half volume while muffle is active.

Counters: Primes with both enhanced senses a TEC higher than Dane's will be able to hear the sounds a lot quieter than without muffle. As someone's TEC increases above Dane's the sound becomes more audible to them until their TEC becomes double Dane's where they'll be able to completely ignore muffle and hear Dane as normal.

Other Notes: The restriction on moves being used does not apply to Dane's cantrips (as long as he doesn't choose to extend the duration and thus have to concentrate on them. Can be used as a way to avoid the caster making a sound when using them. Namely Sparks, Ping, and Minor Illusion which all could be used as a form of distraction.
Knives

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

Ada wouldn't be a spy if she didn't have an unlimited assortment of knives scattered about her person. They could seriously be anywhere-- in her heel, in the holster at her thigh... *anywhere*. It usually takes Ada only a second to whip one of her many knives out in a flash of silver, each one about the size of a pencil/7.5 inches in length, and then jam it into the squishy and vulnerable parts of her attacker. These knives can also be thrown within the span of two seconds, flying at roughly 55 km/hr, and either embedding themselves in a target or only giving minor cuts. The accuracy of throwing knives isn't as exceptional while Ada is on the move (though pretty dang exceptional still), so she often elects to slow down a bit when throwing them. Maximum effective range of throwing knives is 10 meters, with greatly reduced accuracy beyond that.
Crescent Darts

600 OM - *Requires: Ranged Proficiency*

Small shuriken like dart shaped like a crescent moon. Moon Knight can throw these dart with decent range at 60 feet. Moon Knight can throw many to just one. The darts cut into his victims and deal low damage, the every dart is roughly the size of 5 inches. It takes Moon Knight at least one second to throw one dart but it takes him 3 seconds to throw multiple. Moon Knight carries at least 2 dozen darts in his belt and have to re-summon more out of combat.
Barrage: Stars and Stripes

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

**Stars:**

 Clownpiece attempts to limit where enemies can move with a barrage of star-shaped, magical bullets. After charging up for 2 seconds, a process she needs to remain still during, she sweeps her torch out in front of her and conjures a line of 10 approximately 1 meter diameter shining stars, glowing in vibrant blues, reds, and whites. These shoot forward and spread out in a vaguely semi-circular pattern, flying forward up to 30 meters in 3 seconds before fizzling out. Each individual star is incredibly weak, doing little permanent damage, but hurting like a taser shot. The attack isn’t meant for its damage, however, as the spread is useful for forcing an enemy onto the defense for a short bit at least. Though if someone happens to be standing right in front of her as she casts it, they could potentially eat the entire barrage at once. She prefers to cast it by sweeping her torch out in front of her like she does for a lot of moves, but this attack doesn't require it. Her hand can be empty, or she could do it with a normal stick, or whatever. It's a normal use of her own magic, the torch is just for flair.

**Stripes:**

 An attack that’s a bit more direct than the curtain of stars. Clownpiece concentrates for 2 seconds, targeting a single point within 50 meters of her, and then releases an array of two, 1 meter diameter glowing magic orbs into the air just above her head, on either side of her. After a second of silence, the orbs, which shine in a random color between red, white, and blue, unleash a laser blast directly towards that single point, intersecting at it and continuing on. The lasers glow in the same color as the parent orb, measure half a meter in diameter, and travel their distance in an instant, burning bright for one second before fizzling out. Unlike the stars, which merely sting, the stripes burn intensely, with a heat similar to that of her charged Hellfire, though concentrated in a small area. Due to the delay between summoning the orbs and the lasers being fired, Clownpiece must guess where her opponent’s going to be in a second, making it fairly difficult to land.

Both versions of the attack have a moderate energy drain to them, allowing her to use them a good few times in a fight before she wears herself out.
Green Sun Streetsweeper

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

This gun is based on the Korobov TKB-022PM assault rifle with a range of 10 feet. It contains about 30 rounds and fires at a rate of one round per every 5 seconds. The gun fires miniature Green Suns at Jade’s adversary, which go supernovae upon contact and plume out with a painful amount of greenish yellow energy, leaving lasting, minor annoyance burns for up to a minute afterwards that slightly lower TEC. The rounds travel as fast as a bullet and are about the size of a softball. These beams of raw energy take 5 seconds to charge up for a smaller blow, but can be charged for up to 10 seconds for greater effectiveness. A charged round can cause serious burns capable of engulfing an entire limb, moderately lowering an opponent's TEC for half a minute. After its store of energy is emptied, the Green Sun Streetsweeper takes 6 seconds to recharge; the recharge process is incredibly draining for Jade and creates visible signs of fatigue. Jade must remain stationary when firing this gun whether on the ground or in the air, but can rotate in place to track her target's movements. Cannot be used with other moves.
Calibur-X45

300 OM - *Requires: Ranged Proficiency*

A close ranged handgun light enough to be used with similar, lighter weapons. Its magazine holds eight rounds and reaches a maximum effective distance of 40ft. It can shoot one bullet per second. It is easy and fast to reload, at Dawn’s speed it only takes half a second; for Erika, about one second, but that makes it rather mediocre for damage. It comes with six reloads, including the current magazine it starts with. For convenient use, it is strapped to Dawn/Erika’s left thigh when not in use.
Head Drum Solo

300 OM - *Requires: Physical Strength*

A move that requires his complete and total focus,  preventing the use of any other moves when it is deployed. For this to work, he must first be very close to where his opponent is positioned as well. The move can be thwarted by simply side-stepping, or running away, or grabbing his hands. The move requires both of his hands, and takes a moderate amount of his stamina. What this move entails is turning his opponent's head into a drum with his Escrima Sticks, and doing about 14 strikes on the head, each of them doing moderate damage although it will add up. This takes him about eight seconds to set up, and 5 seconds to perform. Usually this move is used best when his opponents are somehow immobilized, as they would be unable to dodge/block it. However, it can be used when they are not, at the risk of being countered.
Negative Finger Beam

300 OM - *Requires: Ranged Proficiency*

Syn Shenron launches a small, but very quick beam of black Ki from his finger at the opponent to try to quickly attack them. Charging and firing the Negative Finger Beam only takes a single second, and while the beam only deals a low amount of damage, the beam moves as fast as a bullet and lasts until it hits something or reaches maximum range, and can be used in a very quick succession on the opponent. The beam is only a inch in width, lasts for up until the beam hits something, and can travel as far as 100 feet before dissipating. Syn Shenron can move and use any non-attacking move while using the Negative Finger Beam, and using the beam only costs a low amount of stamina and requires only a bit of concentration.
SuperNova

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

This gun is possibly Jak’s most powerful gun. It fires a mini-nuclear missile with enough of a blast that it creates a giant orange mushroom cloud, about 10 feet in diameter and 7 feet high. It takes about a good minute and a half to load and charge it. The shot travels in a straight line and does an upward lift before it hits its target or target(s), flying about as fast as a bullet. When it strikes, the target or nearby target(s) are damaged by the attack, usually with burns and light organ trauma resulting from the blast. The attack pretty much whites-out the area for five seconds, possibly leaving the target or targets stunned and unable to attack depending on the extent of their injuries. This can hit from a long distance, a maximum of twenty feet away, but the distance doesn’t affect the outcome.

Jak can use this while moving, but his ability to use other attacks is greatly hindered by the gun’s weight, so he can’t use any other moves. Because it takes a whole minute and a half of concentration to prepare the missile, he must remain on the move or risk having the missile preparation interrupted.