07-14-2017, 02:20 AM
(This post was last modified: 07-14-2017, 02:22 AM by Aquamarine.)
(07-14-2017, 01:54 AM)Ebonywood Hellscythe Wrote: I a but a noob. But I shall rise to be the glorious leader of the Move Creation Workshop.
Orbital Ring:
>Does it impact her movement?
>How hard is it to break through?
>How wide is the ring?
>How fast do the objects move?
>What's the range of the attack version? The same as her telekinesis range or a bit further?
>Does the move end if she takes damage?
>If an object breaks, is it replaced or does the move end?
>How much can she lift with this move in total?
>Does it count toward the maximum amount she can usually lift, thus reducing the strength or preventing the use of other telekinesis moves?
Tears:
>There's a maximum stat boost or drop with buffs/debuffs. In an AoE buff/debuff, the effect has to be split between everyone effected. So the -2SPD should be distributed between all her targets or targets of her choice, I think.
Conductor:
>What's the range?
>Is there a minimum size of the object? Could multiple small objects be used if so?
>Note that any charge time and potential drawbacks (like not being able to move) are generally just for descriptive purposes and won't impact the move in the case of a super attack. I think.
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. The orbit can be held up to 5 feet away from Aquamarine, and can be launched up to 35 feet at 50 MPH away before falling to the ground. If the shield is broken up, if Aquamarine was not hit she can replace the objects that were broken, though it will take 5 seconds and a bunch of stamina to do so.
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, and if Aquamarine takes damage while holding the shield, the shield will fall apart, though the ability to launch her orbit can be useful to send away opponents. The shield also protects against the opponent based on Aquamarine's DEF vs the opponent's ATK, with the shield being able to be broken if the opponent has a higher ATK compared to Aquamarine's DEF. Maintaining the shield will also only allow Aquamarine to slowly walk while maintaining the shield, and she can only hold as much as 200 pounds worth of objects for her shield. 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, and she cannot use any other Telekinesis Moves while maintaining the shield.
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.
(I changed it to -1 TEC and -1 SPD between the opponents, but yeah she can choose who to divide the stat loss between.)
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 around a foot in diameter 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, has a maximum range of 50 feet, and causes a large amount of shock damage to the enemy, though Super Defenses will absorb the shock and negate the attack. Lastly, Aquamarine has to stay still while channeling electricity through her wand and to the metal object.

