07-14-2017, 12:36 AM
(This post was last modified: 07-14-2017, 01:32 AM by Aquamarine.)
(I think I am gonna workshop these moves for when I can buy them (and in Orbital Ring's case, the Area Defense Proficency as well) for now.)
Orbital Ring (600 OM, Requires Ranged, Telekinesis, Area Attack, Area Defense)
Due to constant exposure to the low amounts of the unique energies emitted from her wand, Aquamarine can create a gravity field around herself and make objects such as trash or furniture around her orbit around herself to protect her while she can charge a attack. Aquamarine can activate the orbit after a second of thinking, and while the stamina drain from maintaining the orbit is constant, she can choose when the orbit can dissipate, though she can also choose to send out the orbit in a ring pattern to launch away nearby opponents at the cost of more stamina being used up, though it will not do that much damage. Since the orbit takes a second to form and does not protect from the top, piercing attacks or attacks from the air will not be blocked, though the ability to launch her orbit can be useful to send away opponents. Lastly, Aquamarine will be able to use the Orbital Ring with her other moves, though she won't be able to use other moves while launching her orbit outward.
Blue Aura: Tears (T1 Super Utility, 600 OM, requires Ranged, Debuff, Area)
Using her memories of Blue Diamond and her powers, Aquamarine recreates the sad aura that Blue Diamond can create in order to make everyone around her cry and lose focus. It takes half a second for the aura to be created, and once it is created, everyone within a 50 foot radius around Aquamarine will start to cry, though Aquamarine will be immune to the aura since she is the one creating the aura. Not only will the crying cause anyone to lose focus due to having tears in their eyes, but the crying also lowers her opponent's TEC and SPD by 1 each for one round, split between the opponents in radius. The aura will not be able to affect those using a T1 Super Defense, and will not be able to lower someone's SPD to be lower than 0.
Yellow Aura: Conductor (T1 Super Attack, 600 OM, requires Ranged, Telekinesis)
Using her memories of Yellow Diamond and her powers, Aquamarine grabs a nearby metal object with her Tractor Beam Wand and sends it right in front of her opponent, before exerting yellow sparks around her body and causing the wand to send electricity all the way to the metal object, causing it to electrocute the opponent. This move takes around a second to activate, and causes a large amount of shock damage to the enemy, though Super Defenses will absorb the shock and negate the attack. Lastly, Aquamarine can't move while channeling electricity through her wand and to the metal object.
Orbital Ring (600 OM, Requires Ranged, Telekinesis, Area Attack, Area Defense)
Due to constant exposure to the low amounts of the unique energies emitted from her wand, Aquamarine can create a gravity field around herself and make objects such as trash or furniture around her orbit around herself to protect her while she can charge a attack. Aquamarine can activate the orbit after a second of thinking, and while the stamina drain from maintaining the orbit is constant, she can choose when the orbit can dissipate, though she can also choose to send out the orbit in a ring pattern to launch away nearby opponents at the cost of more stamina being used up, though it will not do that much damage. Since the orbit takes a second to form and does not protect from the top, piercing attacks or attacks from the air will not be blocked, though the ability to launch her orbit can be useful to send away opponents. Lastly, Aquamarine will be able to use the Orbital Ring with her other moves, though she won't be able to use other moves while launching her orbit outward.
Blue Aura: Tears (T1 Super Utility, 600 OM, requires Ranged, Debuff, Area)
Using her memories of Blue Diamond and her powers, Aquamarine recreates the sad aura that Blue Diamond can create in order to make everyone around her cry and lose focus. It takes half a second for the aura to be created, and once it is created, everyone within a 50 foot radius around Aquamarine will start to cry, though Aquamarine will be immune to the aura since she is the one creating the aura. Not only will the crying cause anyone to lose focus due to having tears in their eyes, but the crying also lowers her opponent's TEC and SPD by 1 each for one round, split between the opponents in radius. The aura will not be able to affect those using a T1 Super Defense, and will not be able to lower someone's SPD to be lower than 0.
Yellow Aura: Conductor (T1 Super Attack, 600 OM, requires Ranged, Telekinesis)
Using her memories of Yellow Diamond and her powers, Aquamarine grabs a nearby metal object with her Tractor Beam Wand and sends it right in front of her opponent, before exerting yellow sparks around her body and causing the wand to send electricity all the way to the metal object, causing it to electrocute the opponent. This move takes around a second to activate, and causes a large amount of shock damage to the enemy, though Super Defenses will absorb the shock and negate the attack. Lastly, Aquamarine can't move while channeling electricity through her wand and to the metal object.

