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07-01-2017, 01:15 AM
(This post was last modified: 07-10-2017, 05:38 PM by Aquamarine.)
Character name: Aquamarine
Character source: Steven Universe
Character history:
Before coming to the Nexus, Aquamarine was a high-ranked Gem in the Gem Homeworld's hierarchy, working directly under Blue Diamond and Yellow Diamond to retrieve humans for Pink Diamond's Zoo, bringing along a Topaz in tow. During this mission she was able to capture multiple inhabitants of Beach City, and after interference from the Crystal Gems and Steven Universe, she only managed to keep hold a human named in Lars, though she was also able to capture Steven after a fierce battle, after he claimed that he was Rose Quartz. After some complications on the way to Homeworld, Aquamarine was able to successfully bring the humans to Homeworld, Aquamarine eventually waited for the Diamonds to send her on another mission.
It was during this waiting when she was sent to the Omniverse by Omni, which managed to unnerve her greatly since she had no idea on what was going on, or how she would get back to Homeworld to report her Diamonds. After some internal thinking, she decided to look around for answers by looking for a place with advanced technology, so that she would be able to learn on how to get home.
Stats:
ATK: 3
DEF: 2
SPD: 0
TEC: 5
Starting Proficiencies:
Ranged Proficiency (1000)
Area Attack Proficiency (600)
Buff Proficiency (400)
Debuff Proficiency (1000)
Starting Powers:
Basic Telekinesis (400 OM)
Starting Moves:
Wing Flap (300 OM, Requires Ranged, Area)
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.
Tractor Beam Wand (600 OM, Requires Ranged, Telekinesis, Debuff)
Aquamarine's wand is usually kept in her hair as a form of ribbon, but when she needs to deal with someone more powerful than she is, she can shape the ribbon back into her wand and use it to manipulate and move others around. With the wand, Aquamarine can lift objects up to 1.5x her normal carrying capacity up to 30 feet in the air, and can freely move them around within a 50 foot radius. When used on another person, while she cannot lift them up into the air, she can try to use the wand to hold them in place, with her being able to hold an opponent in place better the more ATK+TEC she has compared to her opponent's DEF+TEC.
One of the downsides to using her wand is that Aquamarine cannot move or counterattack while using her wand to hold an object or opponent in place, and while she can hold back a opponent for up to 10 seconds, it requires the wand to have a cooldown for 30 seconds before she can once again hold down a opponent, though she can still use her wand to move objects. Lastly, since the wand is not a physical part of Aquamarine, if it is taken from her she will be unable to use either form of the Move, though once she regains the Wand she will be able to use this move again
Boost Ring (300 OM, Requires Ranged, Area Attack, Buff)
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.
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(Made some edits to Tractor Beam Wand and Boost Ring)
Tractor Beam Wand (600 OM, Requires Ranged, Telekinesis, Debuff)
Aquamarine's wand is usually kept in her hair as a form of ribbon, but when she needs to deal with someone more powerful than she is, she can shape the ribbon back into her wand and use it to manipulate and move others around. With the wand, Aquamarine can lift objects up to 1 ton (2000 Pounds) in weight up to 30 feet in the air, and can freely move them around within a 50 foot radius. When used on another person, while she cannot lift them up into the air, she can try to use the wand to hold them in place, with her being able to hold an opponent in place better the more TEC she has compared to the opponent's ATK, with her being able to easily hold a opponent in place at twice the TEC compared to ATK, but her beam will have no effect if the opponent has twice the amount of ATK compared to her TEC.
One of the downsides to using her wand is that Aquamarine cannot move or counterattack while using her wand to hold an object or opponent in place, and she has to keep focus on an opponent in order to keep holding them back, meaning if she is outnumbered the skill will probably not work well. She can also only try to hold a opponent in place for 10 seconds before the wand needs to recharge for a 30 seconds. Also, if the wand is taken from Aquamarine, she will be unable to use the skill, though since Aquamarine's wand is not a physical part of her, she doesn't use up stamina while using this skill.
Boost Ring (300 OM, Requires Ranged, Area Attack, Buff)
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. 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 skill.
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Wing Flap's fine.
Tractor Beam wand - strength is based on ATK, you can't lift 1 ton arbitrarily. If you can get the basics down I'll look at the rest of the move.
Boost Ring: "raises their speed in battle" - how much?
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
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Ok I made the quick fixes.
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Boost Ring is fine.
Tractor Beam Wand needs to follow the usual Telekinesis rules. You can't arbitrarily decide to use TEC for telekinetic power. That's what I was getting at before as well with saying its power is based on your ATK: just say that it's a Tractor Beam that can lift as much as she can normally lift, but at range, and you're good. Same goes with holding people down. It's based on your ATK.
It sounds like you're trying to power up telekinesis by making a more restrictive version, with a cooldown, and that's fine, but take away the defined measurements and usage of TEC and just say what you're trying to do - "This move dramatically increases Aquamarine's telekinetic strength, but can only be used for 10 seconds before needing to be recharged for 30 seconds, and requires her to be stationary".
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
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I'll try to fix it tomorrow, since I'll be sleeping when I finish Abyss's next post.
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Ok I changed it to her ATK vs their TEC, and I changed the downside to be limited to her ability to hold down a person. If it still isn't right I'm probably gonna take it to the OMAIV to get it approved while Aquamarine heads to Coruscant.
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Tractor Beam Wand (600 OM, Requires Ranged, Telekinesis, Debuff)
Aquamarine's wand is usually kept in her hair as a form of ribbon, but when she needs to deal with someone more powerful than she is, she can shape the ribbon back into her wand and use it to manipulate and move others around. With the wand, Aquamarine can lift objects up to 1.5x her normal carrying capacity up to 30 feet in the air, and can freely move them around within a 50 foot radius. When used on another person, while she cannot lift them up into the air, she can try to use the wand to hold them in place, with her being able to hold an opponent in place better the more ATK+TEC she has compared to her opponent's DEF+TEC.
One of the downsides to using her wand is that Aquamarine cannot move or counterattack while using her wand to hold an object or opponent in place, and while she can hold back a opponent for up to 10 seconds, it requires the wand to have a cooldown for 30 seconds before she can once again hold down a opponent, though she can still use her wand to move objects. Lastly, since the wand is not a physical part of Aquamarine, if it is taken from her she will be unable to use either form of the Move, though once she regains the Wand she will be able to use this move again.
How's that look? I'll set you up when I'm not just-woken.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
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07-07-2017, 05:10 PM
(This post was last modified: 07-07-2017, 08:16 PM by Aquamarine.)
Yeah that looks fine. I'll go with that version.
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(07-07-2017, 05:10 PM)Aquamarine Wrote: Yeah that looks fine. I'll go with that version.
Bump.
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Okie dokie. I'll get your log setup. If Omni has any final words on the moves he'll let you know.
Log Here
Name: Aquamarine
Spent OM: 4,600
Consumed OM: 0
Proficiencies (3,000); Ranged Proficiency (1000), Area Attack Proficiency (600), Buff Proficiency (400), Debuff Proficiency (1000)
Powers (400/8000); Telekinesis - Basic (400)
Moves (1200); Wing Flap (300), Tractor Beam Wand (600), Boost Ring (300)
Super Moves (0);
Transformations (0);
Assists (0);
Items:
Artefacts:
Bases:
Unlocks (0);
Base stats:
ATK: 3
DEF: 2
SPD: 0
TEC: 5
Always Outnumbered, Never Outgunned
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