04-01-2018, 09:47 AM
(This post was last modified: 04-01-2018, 09:49 AM by Dane Regan.)
(04-01-2018, 06:12 AM)Takanomiya Hijiri Wrote: [spoiler]Self-Controlled (600)
If Hijiri is ever affected by a Move which would cause him to act in a way he would not want (e.g. run away), he may choose to take a short time to attempt to calm his thoughts. Doing so will hopefully allow him to retain control of his own mind, negating the effect which that Move would have had on him. Using this requires his complete Focus, so he cannot move at all whilst doing so.
The amount of effort and time this Move requires is based on his and his opponent's TEC Stats, so whilst it won't usually be too difficult to negate the Moves of those with TEC beneath his, fighting off the influence of someone with TEC equal to or slightly greater than his own will be harder. The time taken to counter a Move is 2 seconds if the user has TEC equal to Hijiri's, and scales based on the difference. The change in time goes down to a minimum of 1 second if they have half his TEC and up to a maximum of 3 seconds if they have double his TEC. If they have above twice his TEC, though, this Move will always fail as soon as he activates it. Assuming that this Move is successful, the same Move which he just countered cannot be used on him again for the next 30 seconds.
RP Fodder Note: This Move can also be used to suppress unwanted emotions or thoughts which are not the result of actual Moves (e.g. I may write him as taking a second to calm down after someone says/does something which would normally anger him). Negating non-Move things will only ever require the 1 second charge.[/spoiler]
Firstly, this will only cost 300 OM (it does the same thing every time, and Hijiri can't 'choose' to get immune to some moves and not to others). Secondly, I'd prefer it if you clarified more how the effort varied. Like, what's the default level? Is it as tiring as doing a few reps? Or just something like 'moderately draining' or 'lightly draining'. Or is effort solely referring to the time change? I'd assume this is more tiring than your original version of the move, since it does more. Also, really, I think the strength of the move you're nullifying should have an impact on how tiring it is for Hijiri.
(04-01-2018, 06:12 AM)Takanomiya Hijiri Wrote: [spoiler]
Personal Gravity Manipulation (1200)
(Flight, Physical Strength)
Hijiri is able to alter the strength of gravity's effect on his body (and his weapons, clothes, etc.) to the extent of being able to weigh anything from one gramme up to one tonne. These effects come with all of the associated up- and downsides you would expect.
For example: being extremely light would allow him to stand on fragile objects, be carried along by gusts of wind, and attack quickly, but would drastically weaken his blows due to the low weight behind them, and would allow him to be knocked or thrown around effortlessly by others, whilst being extremely heavy would make him harder to knock over and his attacks noticeably stronger, but would also make every movement he made more difficult, more tiring, and much slower.
Making himself lighter is instantaneous, regardless of the change in weight, and costs no energy. Making himself heavier requires one second of charge-up per 20kg of weight added (so increasing his weight from the minimum to the maximum value would take 50 seconds). This Move drains his energy rapidly whilst charging. He is capable of moving whilst charging this, and can even begin an attack, however actually hitting (or being hit by) an opponent will interrupt the charge, and as no weight is added until he intentionally ends the charging period, this means that all progress will be lost, and his spent energy will have gone to waste.
In addition, maintaining this Move drains his energy slowly. Cancelling it returns him to his original weight instantly, but can only be done intentionally when he is within 10kg of his original weight; meaning that if he is beyond that range then he must use this Move again to get back within it before he can actually end the Move.
This Move will also automatically cancel when he loses consciousness or dies.
Hijiri can choose to have this Move affect only part (or parts) of his body (e.g. an arm & a leg) if he wishes it to. Concentrating the effect in specific areas (or just one area) makes those body parts heavier than they would be if the weight were evenly distributed throughout his body, but at the cost of making it harder to actually land attacks, since the uneven weight distribution will put him off-balance.
Note 1: Whilst making his entire body weigh an amount far beyond his capacity to endure (e.g. a tonne) would kill him instantly, doing the same to an individual hand or foot, for example, would merely pin him to the ground, break every bone in the affected appendage and cause him to experience excruciating pain.
Note 2: The severity of the effects mentioned in Note 1 vary in relation to his ATK & DEF, so it is possible that with high enough levels in those Stats he could actually use his maximum weight without injuring himself. To do this would require at least 20 points in both ATK & DEF (ATK to have the strength to move, DEF to not be crushed under his own weight).[/spoiler]
Seems fair. Approved. Are you sure you didn't want to also change "Cancelling it returns him to his original weight instantly, but can only be done intentionally when he is within 10kg of his original weight" to 20kg? It seems like you missed that.
(04-01-2018, 06:12 AM)Takanomiya Hijiri Wrote: [spoiler]
Graviton-Variance Super Jumping (600)
(Flight, ‘Personal Gravity Manipulation’)
Any character with this Move is prohibited from using the Flight Power, except as a prerequisite for Moves. Characters with Flight and this Move can still use Master Super Jumping as normal; that part is not disabled.
By manipulating the effect of gravity on his body to reduce his weight, Hijiri can boost the range of his jumps far beyond the normal limits of Master Super Jumping. At his best, with his weight lowered to its minimum value (see the Move ‘Personal Gravity Manipulation’ for more detail), he can jump up to four times farther than the normal limit for Master Super Jumping (240 metres). Unlike with true Flight, though, he has no way of changing direction in mid-air. Furthermore, the effects & Drawbacks of Personal Gravity Manipulation still apply whilst jumping in this fashion, so even a light breeze could blow him way off course, and being hit by an actual attack would have a far greater effect.
The energy cost of jumping this extra distance is, in itself no greater than the amount taken to jump the regular distance that would be covered using Super Jumping without Personal Gravity Manipulation (e.g. at his minimum weight, jumping 240 metres doesn't technically tire him more than jumping 60 metres at his base weight). That said, because he also has to pay the energy cost of maintaining Personal Gravity Manipulation, it does actually work out as being more tiring in practise.[/spoiler]
You don't need a move for this. If I understood your gravity manipulation correctly, it reduces the force of gravity on you (your weight), without changing your mass, and this is simply a natural consequence of that (unless you made the common mass-weight misconception). If you want to make it clearer you can do this, just fit it into that move (maybe add a spoiler at the bottom with various uses and suggestions of things he could use it for). You have flight, so I wouldn't see a problem with doing that.

