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Move Approval V
(02-19-2018, 10:46 PM)Jade Harley Wrote:
(02-19-2018, 02:46 PM)Dane Regan Wrote: Commanding Influence (300): Buff, Telepathy
[spoiler]
Dane can issue out verbal commands and orders to an ally in the field of battle, or just generally in a low-stress environment. These must be simple, no more than a short sentence. For the following 3 seconds after starting to speak (either verbally or telepathically - although using telepathy to do so comes with any usual drawbacks and TEC requirements if his ally doesn't have the power). During this time, Dane may move and attack normally, but can't charge any moves or powers. This is a little bit tiring, but not very - no more than a sword swing. He also has to know roughly where the ally he plans to order is, and they must be within 12ft of him - he can't just say something and hope for best. If the targetted ally hears the order and chooses to follow it, they get some minor benefits for the next 30 seconds (starting from 3 seconds after Dane started speaking). They get no bonus if they ignore Dane, and the effect on them ends early if they complete or stop trying to follow his command. This move will also end early if Dane cancels the order, which he can do at will verbally or mentally, providing they have a way of knowing he wants them to stop.

The main effects are as follows:
>They receive a burst of vigour and are able to temporarily shrug off most of their fatigue.
>They feel a boost of adrenaline and are able to ignore pain and wounds to a good extent - like a weakened version of the survival power.
>It is a lot harder to disrupt their focus, but they exhibit a slight 'tunnel vision' towards Dane's task. Heavy damage might disrupt it, but weaker attacks definitely won't.
>The focus, slight devotion, and adrenaline gives them a minor stat boost. They can hit a little bit harder, resist damage a little bit better, move a little bit faster, and tend to be a little bit more skilful. This isn't negligible, but it's still only a small boost - just enough for them to feel like they're fighting a little bit better than normal. Many opponents will notice the slight difference, and it could help tip a very close fight.

In addition to this, if is ally accepts the order, they will be compelled perform at the best they are physically capable of. If they have the skill to land an attack, they will. If they have the strength to hit hard, they will. Essentially, this dissuades them from half-arsing an order.

Once the 30 seconds are up (or if the effect ends early), Dane's ally feels a strong wave of fatigue as their actions catch up with them, as well as feeling the full brunt of any damage they took. While Dane can use this multiple times per fight providing no usage overlaps, every consecutive use an ally recieves has a weakened potency. So, while it can be used repetitively, it's an easy way to burn out his allies. The amount the potency is weakened by is dependant on the number of commands the target accepted within the past 30 minutes.

RP Notes:

Example Commands:
>Kill the mage.
>Defend the area.
>Stand your ground.
>Protect me.
>Bash down the door.

(Note: The following requires OOC permission, everyone is affected differently in the long term - some not at all, and others more strongly)
While minor, every use provides a slight positive stimulus in the mind of an ally following the order. For someone strong-willed or with high TEC, this might barely impact them at all. But, for a weak-willed ally, it can provide the incentive to make them more and more devoted to Dane. In general, it will usually cement his status as "leader" in their mind. Furthermore, many allies will find themselves slightly compelled to follow his command even if they wouldn't normally. If he's used this often enough on someone, it can make them willingly become cannon fodder. 

Any mental compulsion is fairly minor at first. Minor enough that the only way someone would reasonably notice it is once it has built up a lot, and something snaps them out of it. Dane can control it well enough not to push someone too far and make them question him. To anyone with a TEC equal to or lower than his, it will seem like nothing more than "a reasonable order" (and even some with higher TECs might not notice). In short, the mental effect is very subtle and needs many many uses to build up.[/spoiler]

You'll need the ranged prof, but... Approved!

I changed it to 12ft range and single target - so the buffs are a little bit stronger (since he can't use it on multiple allies at once). If this is approved, would I be good to 'upgrade' this move to my original version if/when I get ranged proficiency?



I've also got an upgrade for one of Viola's moves.

Original:

Aetherblades (300) Requires: Ranged Proficiency, Ranged Control
[spoiler]Viola can create two floating magical swords appear within 3m of her after 4 seconds of concentration, during which she can move. Creating the swords is not tiring. The swords are translucent violet, have 0.9m long blades, are straight, and have a cross guard like a typical longsword. While they have handles, Viola is not physically strong enough to use them so has to control them with her magic. Usually, Viola can comfortably move the handles at up to 30m/s within 60m of her, but while rotating them to attack or parry she would struggle to move them at 10m/s. The swords can spin very fast while the handle is moving below 10m/s, and if she had the reaction time and skill they would have a good shot at deflecting a bullet if in the right place. 

The blades are durable, and very unlikely to break - but, a strong hit to the handle will cause the sword to disperse into the air. Viola can destroy the swords with 2 seconds of stationary concentration per sword. They also disintegrate if Viola falls unconscious, or if they are ever moved more than 60m away from her.

She needs to focus on the swords about as much as a normal fighter would if they were holding them. She can move at full speed, and use other moves at the same time. The swords are generally weak - at least compared to what Viola's magic is capable of - they trade off raw strength for versatility and speed. So, if continuously harassed, the damage will build up. Furthermore, beyond 30m, wounds caused by the swords tend to be weaker, dropping off in strength until they reach 60m away where they can barely replicate a paper cut.

An opponent could technically grab the handle of one or both of the swords and try to use it against her as an incidental weapon, or as an actual weapon if they have mimic. But, Viola would still have control over the weapon, so unless they're considerably stronger than her, she'd likely be able to make their attacks miss, or wrench the sword from their grip if she focuses.[/spoiler]

Upgraded:
(now with up to 4 swords)
Aetherblades (600) Requires: Ranged Proficiency, Ranged Control
[spoiler]Viola can create up to four floating magical swords appear within 3m of her. Each sword takes 2 seconds of concentration to create, during which she can move. The swords are created one at a time, so it would take 8 seconds to make all 4. Creating the swords is not tiring. The swords are translucent blue-violet, have 0.9m long blades, are straight, and have a crossguard like a typical longsword. While they have handles, Viola is not physically strong enough to use them so has to control them with her magic. Usually, Viola can comfortably move the handles at up to 30m/s within 60m of her, but while rotating them to attack or parry she would struggle to move them at 10m/s. The swords can spin very fast while the handle is moving below 10m/s, and if she had the reaction time and skill they would have a good shot at deflecting a bullet if in the right place. 

The blades are durable and very unlikely to break - but, a strong hit to the handle will cause the sword to disperse into the air. Viola can destroy the swords with 2 seconds of stationary concentration per sword. They also disintegrate if Viola falls unconscious, or if they are ever moved more than 60m away from her. She can also destroy one instantly by touching its handle

The swords don't inherently require a lot of focus to move - no more than one has to focus to move an arm. But, in intense combat, using all four at once quickly and effectively does require her to stand still and dedicate all her concentration towards them. In a slower drawn-out fight, however, she can usually move and use/charge less demanding attacks while still controlling her swords - and using one or two swords at once doesn't notably inhibit her at all unless she is being very aggressive - or forced to put all her efforts towards defending from a fast attacker. The swords are generally weak (but still very sharp) - at least compared to what Viola's magic is capable of - they trade off raw strength for versatility, durability, and speed. So, if continuously harassed, the damage will build up. Furthermore, beyond 30m, wounds caused by the swords tend to be weaker, dropping off in strength until they reach 60m away where they can barely replicate a paper cut.

An opponent could technically grab the handle of one of the swords and try to use it against her as an incidental weapon, or as an actual weapon if they have mimic - although they're unlikely to find it an effective weapon. The swords may swing through the air quickly, but they are also very light. In addition, Viola would still have control over the weapon, so unless they're considerably stronger than her (their ATK against hers), she'd likely be able to make their attacks miss, or wrench the sword from their grip if she focuses.[/spoiler]


And a couple more time-related moves (I'd assume I'm correct in thinking I'd need to add 300 OM for every other move she can use this with - or maybe just to bump the cost to 600 since the damage would be variable, and then leave it at that. Either way, I only have one weapon right now so that doesn't matter.):

Chronological Juncture (300) Requires: Time Manipulation, Ranged Proficiency, Homing Proficiency, Aetherblades
[spoiler]
For the cost of a small amount of energy, Viola can partially jolt some aspects of time forward, making certain events from the future come to pass earlier than they would otherwise. She chooses a target she can see or sense, then focuses briefly for about a second considering how to attack them, during which she cannot move or use/charge any other moves/powers that require concentration. After the second is up, three wounds appear on her target in areas of her choosing (e.g. shin, arm, chest). Viola has thirty seconds to replicate these attacks with her Aetherblades. Each time she successfully copies one, her hit does no damage and has no impact on the target, simply serving the purpose of keeping time consistent. If the time passes and she hasn't duplicated every one of these attacks, she takes a large chunk of damage from the inconsistencies in time. For every attack she failed to replicate, she takes double the damage her opponent took (based on their DEF and her ATK) - these will usually take the form of similar wounds to the ones her target suffered, but if that's not possible the damage becomes internal (making her cough up blood).

In short, Chronological Juncture allows Viola to hit someone before actually hitting them, with a strong risk of hurting herself if she fails to do so.
[/spoiler]



Chronos Convergence (300) Requires: Time Manipulation, Foresight
[spoiler]Viola can protect herself from attacks by merging two timelines together. If an attack is ever made at her that she could block, dodge or evade, she can ignore it and instead take aspects from the alternate timeline where she didn't get hit and cast them on the current. When Chronos Convergence is used, Viola is still hit by the attack - but instead of taking damage or being effected as usual, she instead suffers a wave of fatigue proportional to how much energy it would have taken her to block or dodge (so if she could only avoid an attack through the use of a tiring move, this will be more draining). This is slightly more tiring than actually choosing to dodge/block an attack, but can be used multiple times at once to defend herself from multiple foes at the same time. In short, this allows Viola to protect herself from multiple moves at once, or hold her position at an important moment. If Viola ever tries to use this against something she wouldn't have been able to avoid, she is affected as usual when the attack hits her and suffers the fatigue cost as well.[/spoiler]



Future Restraint (300) Requires: Time Manipulation, Buff, Ranged
[spoiler]Viola focuses for five seconds, standing still and closing her eyes. Once she opens them, she drastically accelerates herself (and any allies of her choice that are within 30m of her) through time causing the world to appear at a standstill. This effect lasts for up to one minute, during which she suffers a slow continuous drain of energy - this adds up, but with controlled usage Viola is unlikely to tire herself out. Future Restraint will end prematurely if either she or one the allies joining her:
>Starts charging a move or power.
>Uses a move or power to impact their 'frozen' environment.
>Moves further than 30m from where Viola was where she used Future Restraint.
>Tries to effect their 'frozen' environment (e.g. breaking an object, punching someone, picking up something, etc.)
Or if Viola chooses to end this move.

This move is very useful for repositioning and coordinating in the middle of a fight as it essentially stops time for everyone but her friends. It gives them a minute to rally and prepare, and can help them get the jump on an enemy once time resumes. Lastly, during the 'stopped time', any lingering effects (e.g. buffs, debuffs, etc.) are halted. They resume once time starts with no effect on their duration. Tactically, Viola has to be careful when using this move as using it on an ally will disrupt any moves they are currently charging.

RP Notes/Fodder: Viola can also use this move easier in non combat situations, allowing the duration to be longer, the move to be less tiring, and her to influence the surroundings to a limited extent. The high concentrations of magic/power in fights prevent her from doing this in battle. (She also can't do this to stop time and steal all of someone's stuff or something like that without OOC permision - Omniphysics)[/spoiler]


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Move Approval V - by Jade Harley - 09-08-2017, 08:03 PM

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