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Move Creation Workshop
(07-23-2017, 11:56 PM)Ebonywood Hellscythe Wrote: @Aqua:
Holo-Aquamarine:
>Access to all your powers is a bit OP. Because that'd include telekinesis. Movement powers only should be fine.
>Check with the mods on the insight/enhanced senses detecting thing when you get it approved. Otherwise it's good I think.

Holo-Aquamarine (600 OM, Requires Remote Control, Ranged, Ranged Materialized)
Aquamarine creates a holographic copy of herself from the Gem on her face, and sends it out to try to distract the opponent. Aquamarine can create multiple Holo-Aquamarines one at a time after a second anywhere in a 50 foot radius, though for each Holo-Aquamarine it takes a decent chunk of Aquamarine's stamina to create, and she can only have up to 3 Holo-Aquamarines up at a time without falling unconscious due to using too much energy. The Holo-Aquamarines have access to all of Aquamarine's Movement Powers (Though they cannot use any of Aquamarine's Moves), Aquamarine can freely move each of the Holo-Aquamarines one at a time, and she uses it to primarily trick opponents into hitting the Holo-Aquamarines while she or a ally can charge up a attack freely. If a opponent tries to hit one of the Holo-Aquamarines, the attack would just phase through the hologram harmlessly.

The Holo-Aquamarines only last 15 seconds, the maximum range that Aquamarine can control the Holo-Aquamarines is only 50 feet, with the Holo-Aquamarines dissipating if sent any further, and while Aquamarine can use other moves that do not require concentration while using this move, she must stay still while controlling the Holo-Aquamarines. Lastly, those with Enhanced Senses or Insight can freely see through the ruse.


Messages In This Thread
Move Creation Workshop - by Omni - 07-25-2015, 03:25 AM
RE: Quick Questions II - by Clownpiece - 11-13-2016, 11:10 PM

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