07-25-2017, 11:39 PM
(This post was last modified: 07-26-2017, 04:23 PM by PepsiYuuka.)
Time to post this convoluted... thing. I can add visuals if it's desired, but I'm tired and lazy at the moment.
600 OM: Ritual Sign [Orreries Sun] (Requires Ranged, Remote Control, Area Attack)
After about three seconds, this summons a set of four roughly basketball-sized orbs in a square formation, each about a meter away from the user- one in front, one to either side, and one behind. The four orbs are color coded with one red, blue, purple, and green. These orbs are somewhat durable but not indestructible, probably around equivalent to a particularly tough plastic in strength with some fortifications depending on the user’s defense. Orreries sun has two distinct uses- to defend oneself, and to attack.
When defending, the orbs simply rotate around the user at the distance they were summoned and a speed roughly equivalent to a brisk walk, retaining their quadrilateral formation with one on any given side of the user. They can be controlled to absorb hits, but do not take that much damage- variable, depending on the user's defense versus the attacker's strength, but no more than something that would pierce skin for the user- before breaking. As the speed of repositioning is not very fast, it is best used to partially guard from weaker, continuous fire like energy beams and rapid shots. This formation also cannot be used to shield anything larger than the user, really, before their spread would become too wide for them to be effective. When the number of orbs goes down, it shifts into a triangle shape for three and a straight line through the user's center of mass between them for two. The user can move while this is in effect, but must focus on the movement of Orreries Sun while moving so as not to hit themselves with the orbs, so it would slow them down significantly. Running into these orbs feels like smacking into something made of hard plastic going at equivalent speed, and destroys whatever orb was touched.
When attacking, the move is more direct. Still spinning, but in a far tighter formation (only about 1 foot between the orbs) and about double the speed of defensive rotation, the four orbs can be “thrown” at a speed logically equivalent to an object of their size being thrown, with a direction from the user, all four exploding with magic on contact with an enemy. This explosion deals a fair amount of damage, but not an enormous amount- probably about equivalent to a couple good punches from the user. Or getting smacked in the face with some really hard plastic at a goodly speed and then blasted with some weak magic, obviously. The explosion itself isn't terribly large- only about a meter in diameter even with all four orbs. This throw needs to be aimed, and cannot change directions once it is done. This version, too, requires the user to focus- and moreso than the defense form, as they need to aim as well- so they cannot move while focusing on the throw.
If it misses completely, the orbs must be "called back" while they are still within about 10 meters of the user if they want them to switch back to defense form, otherwise all four explode harmlessly. If they are recalled, they return at about half the speed they were thrown, as they need to be consciously moved back into defensive position so as not to harm the user. This gives the move an effective range of around 10 meters. No other moves may be used by the caster while Orreries Sun is in effect, regardless of which form it is being used in, or else focus will be lost. It cannot be recast while in use to recreate broken orbs, so it must be dispelled before it is used again. When focus on the move is lost due to the user taking other actions such as using another move or intentionally dropping concentration, the orbs harmlessly explode where they are with a pop. Overall the move is a bit draining, probably about equivalent to a short jog for the user.
600 OM: Ritual Sign [Orreries Sun] (Requires Ranged, Remote Control, Area Attack)
After about three seconds, this summons a set of four roughly basketball-sized orbs in a square formation, each about a meter away from the user- one in front, one to either side, and one behind. The four orbs are color coded with one red, blue, purple, and green. These orbs are somewhat durable but not indestructible, probably around equivalent to a particularly tough plastic in strength with some fortifications depending on the user’s defense. Orreries sun has two distinct uses- to defend oneself, and to attack.
When defending, the orbs simply rotate around the user at the distance they were summoned and a speed roughly equivalent to a brisk walk, retaining their quadrilateral formation with one on any given side of the user. They can be controlled to absorb hits, but do not take that much damage- variable, depending on the user's defense versus the attacker's strength, but no more than something that would pierce skin for the user- before breaking. As the speed of repositioning is not very fast, it is best used to partially guard from weaker, continuous fire like energy beams and rapid shots. This formation also cannot be used to shield anything larger than the user, really, before their spread would become too wide for them to be effective. When the number of orbs goes down, it shifts into a triangle shape for three and a straight line through the user's center of mass between them for two. The user can move while this is in effect, but must focus on the movement of Orreries Sun while moving so as not to hit themselves with the orbs, so it would slow them down significantly. Running into these orbs feels like smacking into something made of hard plastic going at equivalent speed, and destroys whatever orb was touched.
When attacking, the move is more direct. Still spinning, but in a far tighter formation (only about 1 foot between the orbs) and about double the speed of defensive rotation, the four orbs can be “thrown” at a speed logically equivalent to an object of their size being thrown, with a direction from the user, all four exploding with magic on contact with an enemy. This explosion deals a fair amount of damage, but not an enormous amount- probably about equivalent to a couple good punches from the user. Or getting smacked in the face with some really hard plastic at a goodly speed and then blasted with some weak magic, obviously. The explosion itself isn't terribly large- only about a meter in diameter even with all four orbs. This throw needs to be aimed, and cannot change directions once it is done. This version, too, requires the user to focus- and moreso than the defense form, as they need to aim as well- so they cannot move while focusing on the throw.
If it misses completely, the orbs must be "called back" while they are still within about 10 meters of the user if they want them to switch back to defense form, otherwise all four explode harmlessly. If they are recalled, they return at about half the speed they were thrown, as they need to be consciously moved back into defensive position so as not to harm the user. This gives the move an effective range of around 10 meters. No other moves may be used by the caster while Orreries Sun is in effect, regardless of which form it is being used in, or else focus will be lost. It cannot be recast while in use to recreate broken orbs, so it must be dispelled before it is used again. When focus on the move is lost due to the user taking other actions such as using another move or intentionally dropping concentration, the orbs harmlessly explode where they are with a pop. Overall the move is a bit draining, probably about equivalent to a short jog for the user.
![[Image: QlU6gj3.png]](http://i.imgur.com/QlU6gj3.png)
Yuuka Kazami Wrote:Do you think Yuuka *aims* the Master Spark? No. She decides which half of the world she wants to fuck.

