08-14-2017, 11:03 AM
(08-11-2017, 02:22 PM)Asriel Dreemurr Wrote: Chaos Blaster (900, requires Ranged, Remote Control and Ranged Materialize)
Asriel's left arm morphs into this blaster which takes 5 seconds to summon. This weapon is a highly ornate white metallic bazooka-like gun with many markings etched into it that is roughly 3 feet in diameter. It can alternate between shooting magic spheres, shurikens and rainbow lasers. He can instantly switch modes. He can re-aim the weapon once he fires it, except for when he fires shrikes.
The magic bullets have 3-inch radii and don’t drain his stamina. Their rate of fire is 3 per second. He can fire 4 lines of bullets that go in a 25° cone (12 bullets in total) The bullets go around the speed of a normal rifle bullet and go up to 25 feet. The drawback is that the bullets do little damage and that they are telegraphed by laser lines that Asriel uses to aim.
The rainbow laser is a magical blast of energy with a concussive force that is 3 feet in diameter. It travels as fast as an arrow, and will stop once it hits something or Asriel stops firing or Asriel is too tired and can't perpetuate the beam any longer. The longer the beam is fired, the more tired Asriel gets. He can't fire a laser again for two minutes. The beam requires some mental concentration to fire and he can’t move, attack or defend while firing it. It physically drains him the longer he fires it.
Asriel can also choose to fire out 25 magic shuriken-like stars one time per minute. They travel in a 45° cone angle and they're around the speed of a baseball. The range is 20 feet and they are fired for 10 seconds.
The drawbacks of the shurikens:
- They each deal low-medium damage.
- Asriel cannot cancel the attack, turn or move once he activates it.
Asriel can’t use this with other moves.
Even though it's quite weak, you'll still need at least a very slight stamina drain on the first form. Add that in and you're good.
(08-12-2017, 05:54 PM)Ebonywood Hellscythe Wrote: While the first move here could be written in as an additional fire method for Ebony's Meta Magic: Elemental Blast move, since that's already getting fairly large and cluttered I feel it's best to simply create a new move for what I'm doing for organisation purposes. Naturally, I'll list both next to each other and in a similar section of my roster.
Meta Magic: Preemptive Blast (300) Requires: Elemental Blast, Ranged
Sensing an opportunity, Ebony quickly fires an elemental bolt with the same properties of one of the usual 5-second base spells (speed of an arrow, fist sized projectile, travels in a straight line for 5 seconds before dissipating into the air, not very tiring). This could be any of the elements Ebony knows how to use (see Meta Magic: Elemental Blast), and keeps the effects of her chosen element (if any). While the only time taken for this is the time Ebony spends aiming the attack (so it could be fired instantly) it has a significant drawback: for the 5 seconds she would have spent charging the attack, her body goes on cooldown. She cannot move. She cannot speak. She cannot twist or dodge or start to use any other moves or powers during this time. All she can do is stand still, paralysed in the pose she was in while the spell was cast. Her mind is also a mess during this time, which would make any mental communication impossible for this period of time should an ally try to contact her that way (and also make her vulnerable to mental assaults). It's no more tiring to her than usually casting the spell (not very) but much more dangerous. This is because while normally casting she can simply choose to forgo finishing the spell to dodge an attack. Here, however, she doesn't have that option. Therefore, if Ebony cast this at a poor time against a smart or opportunistic opponent, she's very likely to come out of this significantly harmed.
RP Notes: The magic/body lock-up isn't intentional. Ebony doesn't realise it's going to happen in most cases. This spell is the textbook outcome of "I panicked", although the paralysis is likely to make her panic even more. Regardless of her not realising she'll get paralysed from it, she's not going to spam it because there's no incantation and incantations are cool (also, after a while she'd probably twig on the fact that quick casting paralyses her).
Counterspell (300) Requires: Ranged, Homing, Ranged Control
Ebony fires a fist sized bolt of magic from the palm of one of her hands with the intention of countering an opponent's ranged attack. This is not tiring for her to do, and she does so instantly (although she may take a short time to aim her wrist, this generally isn't necessary due to the nature of this spell). The blast of magic may take the cosmetic appearance of any element, although this is purely cosmetic. The projectile is very fast moving and travels at twice the speed of an arrow (~300 mph) for 5 seconds before dissipating (if it hasn't collided with anything already). The split second the spell is fired, Ebony's body locks up in paralysis. This paralysis lasts a minimum of 1 second but will continue for longer if the counterspell is still travelling through the air. After the first second, if the counterspell is still airborne, Ebony can choose to cause it to dissipate remotely and break the paralysis. While paralysed Ebony cannot physically or mentally do anything to stop people attacking her. She can't use moves or powers or attempt to dodge or speak. Her mind is also a mess, which would make any mental communication impossible for this period of time should an ally try to contact her that way (and also make her vulnerable to mental assaults).
Even though she's paralysed, once the spell is fired Ebony picks a target for it (she can do so instantly, so in some cases, it may look like she fired with the target already in mind). Ebony must be able to see the target at the time she chooses it, but beyond that, the spell acts independently. While the spell has no target it travels in a straight line. Ebony can choose any projectile as a target (such as an arrow, energy blast, or even a laser in some cases if it moves at a slow enough speed for her to see where the end of it is). Once the target is chosen, the spell heads straight towards where the target is heading. Essentially aiming to meet the opponent's spell before it reaches its target (think the cool people in books/movies who shoot other people's arrows with their own), which allows Ebony to potentially use this to protect an ally. Due to the homing nature of this spell, it locks onto the target and will follow the attack even if it curves. The spell is able to curve and make sharp turns nearly instantly and can do this to avoid key terrain features such as trees.
When the counterspell collides with an opponent's ranged attack, two things can occur:This spell does not damage people, only "high energy objects" (projectile attacks).
- If both projectiles are equal in strength (Ebony's ATK against the opponent's ATK, although fatiguing attacks or those with a charge time longer than about a second may be stronger even if used by a weaker opponent), or Ebony's spell is stronger, then they both dissipate.
- If Ebony's spell was weaker than the opponent's attack, it transfers its momentum to the attack. This may cause it to bend or deflect slightly if it hits at an angle, otherwise, it'll simply slow it down and reduce the damage. Ebony's spell dissipates.
Homing clarifications: Where is Ebony's counterspell heading?Core limitations: Outside of paralysing her for at least 1 second, there's another major limitation of this move. Ebony is not a skilful or fast fighter. She's human and thus has a reaction time. Therefore, unless she is able to anticipate the firing of a bullet, it's highly unlikely she'll be able to use this to counter a very fast moving object (without stat changes or transformations).
- Take a snapshot in time and note the velocity and position of the opponent's spell and the speed and position of Ebony's spell.
- Ebony's spell heads in a straight line to the closest point where both attacks would meet if they kept their respective speed and velocity. Rocks, trees, and general unmoving terrain are accounted for in this movement path, so Ebony's spell may curve if needed.
- A controllable or homing attack may curve, Ebony's spell will still aim in the exact same way, changing its direction very quickly to accommodate. Although it will naturally still head towards the opponent's spell. The only real way to make a ranged attack dodge this is for it to go faster, or for it to hit its target before Ebony's spell hits it.
RP Notes: if agreed, some explosive attacks may simply explode on impact with Ebony's spell regardless of the stats and strengths involved. Furthermore, Ebony does not intend to get paralysed while using this move, and will often not realise it's going to happen until too late. In most (not all) instances it's essentially an "I panicked" spell rather than something more calculated - although the short-term paralysis may make her panic more.
Preemptive Blast is good.
Counterspell: Can you clarify the bit about it not being tiring? Does that imply that it has no drain on his energy/fatigue/stamina at all? Also, when you say that it can change directions quickly, exactly how quickly is this? Is there a turning radius or does it make sharp turns on a dime with no loss in effectiveness? At face value this seems to be a no-cost spell (aside from needing to stand still and concentrate) that moves extremely fast and can instantly reaim itself around any obstacle, which doesn't really balance well.
Daniel Wrote:gonna milk the shit out of those milkies
Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.
Alex Wrote:clowns don't have marriage rights


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