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Move Approval V
@ Ebonywood:
[spoiler]
(11-16-2017, 09:44 PM)Ebonywood Hellscythe Wrote: Upgrading T1SA - Wild Magic Surge to a T2. The changes I've made are as follows: doubling the number of shots, increasing the execution time from 5 seconds to 7 seconds, increasing the range of the blasts from 15ft to 20ft, increasing the max duration by 50%, and having some of the shots appear in the air around Ebony instead of coming from her palms. I also changed the minor effects from pure fodder to being annoying chip damage (that isn't really going to make a difference in a fight). Lastly, some of the rp notes were changed a bit.

T2SA - Wild Magic Surge (800) Requires: Telekinesis - Advanced, Ranged, Ranged Control, Ranged Materialise, Homing

The wild nature of Ebony's magic causes it to go completely out of her control. Random unheld objects within the range of her telekinesis that she can lift are levitated (including loose rocks or even larger boulders and clumps of dirt), with large ones being closer to her. Smaller objects, such as rocks or cutlery, will move fast enough to cause minor damage, but larger objects (such as a big table) will move at about the speed of a brisk walk. The top of each object will never be lifted higher than 12ft off the ground.

In addition to this minor effect, fist-sized magical blasts of energy - all of varying "elements" (see the list of cosmetic descriptions of elements under Ebony's Elemental Blast move) which fire out of Ebony's palms at a very rapid rate of sixty over the seven seconds. Some blasts may appear in the air within 20ft of Ebony instead of originating from her palms, but these will act no different from the normal shots. Each blast has a fair strength, but together all of the blasts are very strong; each leaves "magical burns" as damage. Unlike her other spells, no vocal incantation is needed, but one may be spoken anyway. These magical blasts are the real cause of damage from this super move (because a bookcase walking at you is just going to be annoying). All of them swirl around Ebony at the speed of a crossbow bolt within a 20ft radius of her. Ebony has enough passive control over each blast to cause them to swerve around any obstacles (including, but not limited to, any objects she levitated). The blasts are capable of making a right-angle turn almost instantly. While orbiting Ebony, the blasts will also randomly zig-zag about in addition to avoiding necessary obstacles. This makes it very hard for people within the area to dodge. If Ebony has a line of sight with an Ally, she can manipulate the blasts slightly so that they will generally avoid her friend - but this isn't guaranteed. The best way to avoid this is to simply move further than 20ft away from Ebony. Then you only risk being hit by a stray rock.

Any blasts that remain after 45 seconds of being cast dissipate. During this time Ebony cannot move. Once all the blasts have dissipated, every object Ebony was levitating drops to the floor. This is incredibly draining for Ebony to use. So much so that if already very tired she could fall unconscious. Even if this happens, as long as she's not out cold due to actual damage, the attack continues. She'll wake up in the same way a normal tired person would. A loud sound, a slap, damage, or a long rest. While her magic goes out of control, she can use this intentionally.

Can be blocked by a super defence of the appropriate strength.

RP Notes: May cause other adverse effects such as seizures, a bloody nose, and more. If Ebony has not cast a sufficient amount of magic (2 minute worth of spell casting or 2 SP used) in 24 hours, or if she takes off her magic suppressing choker, this will activate regardless of if she wants it to or not.

Approved!

Quote:Upgrading T1SD - Super Mega Awesome Explosion to a T2. The only change is the radius increasing from 2m to 5m.

T2SD - Super Mega Awesome Explosion (800) Requires: Area Attack

Ebony's magic completely overloads. Maybe she's really scared. Maybe she's panicking, hyperventilating, and curled up under her cloak. Or maybe it was intentional (after all, overloading magic sounds like a cool thing). The end result is: Ebony explodes. Ebony literally explodes. Boom! Clearly, that's a brilliant method of defence! Who can hurt someone who's exploding!

Nah, just kidding... But a big (non-damaging) explosion does happen with Ebony as its focus, which is almost the same thing. This serves to deflect and push back attacks aimed at Ebony, be it swords or other explosions (gotta fight cool explosions with other cool explosions). Ebony and all her clothes and held items/weapons are almost completely unaffected by the explosion. At most, it'll seem as though she was blown by a light breeze. 

The explosion has a radius of 5m and people (even allies) within this radius are harmlessly pushed just outside of it when Ebony uses this move. The explosion can take on the appearance of any of the following elements (air, ice, fire, water, raw magic, dark, light), but this is typically a cosmetic (fluff) effect only. That said, if the explosion was of air, people outside the radius (but near to it), they may feel a very slight breeze. If it was ice, they might feel a very slight chill. Fire, a slight warmth. Water, a fine spray of droplets. Raw magic just changes the explosion colour to purple. Dark and light change the explosion colour to black and white respectively.

A T2 attack or something stronger will have enough strength to push through the explosive force. Unlike Ebony's other spells, no chanting is needed, although she might say something anyway.

Approved![/spoiler]

@ Marisa Kirisame:
[spoiler]
(11-16-2017, 07:54 PM)Marisa Kirisame Wrote: Berlin (300) (requires ranged, flight, remote control, homing)

Marisa takes a page from Alice and attacks a single opponent with a gunpowder filled doll (it is in her apron and it takes 5 seconds to pull it out). She can only have one on her person at a time. The doll is very quick (about 40 mph) but can’t defend (and its durability is akin to some fairly good iron bar) and has one function. Latch onto a opponent before exploding five seconds later. The max distance it can walk/run/fly is about 35 feet before it explodes promptly. Marisa has to keep concentration on it at all time, and she has to move somewhat slower (down to half of her current spd stat) she won’t be very winded from it due to not physically exerting herself. The damage dealt is explosion and burn damage with the explosion size being five feet wide.

Approved!

Quote:Thief (300) (requires burst movement, debuff, physical strength, mimic)


Marisa steals things by using burst movement to physically yank it from where ever it is at on the person (most of the times it will be in the opponents hands). It takes a max of 5 seconds to get ready to steal a item  (though she can move around but it takes most of her concentration to prepare). Once she has charged up she must go through with the burglary. She may take one item of her choice  (not a consumable or a artifact) for 1 minute if she succeeds in stealing something. Once the minute has passed the item will teleport back to the person she stole it from. The person may resummon the stolen item if it is something they normally can do (the time is the same as the move/item specifies); and anyone else may redraw there weapon after using a fairly small amount of concentration for 20 seconds. This is extremely heavy in concentration (for the initial burglary), (not to the point she can’t move around) and about medium in energy usage (akin to doing somewhat hard labor for half a hour). For a super move they make a replica of the weapon or item used and once the super move has finished it will shatter into a million pieces like a glass mirror being shattered.

If you intend to have your character steal and then mimic a stolen Super Move, please make a note about the SP cost.[/spoiler]

@ Little Ghost:
[spoiler]
(11-17-2017, 11:22 AM)Little Ghost Wrote: First Super Move!

T1 Super Attack: Abyssal Drift Palace Charge (Physical Strength Proficiency, Burst Movement) (600): The Soul and The Abyss are fundamentally different forces. The Soul is the refined and focused energy of life, of complexity. The Abyss is the very essence of existence, the raw primordial stuff of all creation.
Infusing Void and Soul into his weapon, Little Ghost uses Burst Movement to rapidly close with his opponent and deliver a devastating strike. This transfers the agitated opposing energies into the target where they are let free of restraint, the  violently tearing the target apart from the inside out.
This attack can be performed with any weapon, even unarmed, but requires near point-blank range to properly transfer the energy. Thus, while it could be performed with a ranged weapon, the maximum range of Abyssal Drift Palace Charge is twelve feet or the reach of the weapon, whichever is shorter.

Is it instantaneous, or quick to use? Or is it slow? (Almost instantaneous? A moment? Several seconds? Longer? Be specific.) Required for almost all moves (exclusions include weapons that exist in real-life). Examples: "This move takes a half-second to execute." "This move takes fifteen seconds to charge." "This move is almost instantaneous."[/spoiler]
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Move Approval V - by Jade Harley - 09-08-2017, 08:03 PM

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