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Move Approval V
I'm rewriting Dane's Mass Teleport based on Blink's portals, since like, I added some unnecessary drawbacks. In short: I removed the fatigue applied to other people brought with him. Removed the limit on people he can bring (but it's either everyone he's touching or no one). And it no longer requires people to touch him for the charge period, just at the end.

Blinks move:
[spoiler]
Portals (300 OM)

Blink is a Master Teleporter, and as such can teleport up to 80 meters away. She does this by using a green energy from her hands that can create these openings to a new place. She can also directly put a portal on herself to teleport instantly, though it always leaves a small green 'rift' where she 'ported. The rifts last only a few seconds, long enough for someone to follow. Blink can also just teleport on her own, but she always comes out of a portal, even if she didn't enter one to begin with. This is basically like putting a portal literally on herself. It still leaves a green rift.[/spoiler]

My revised move:
Mass Teleport (300): Teleportation

Whenever Dane teleports, he can choose to bring anyone touching him with him. The charge time remains the same, and from Dane's perspective, it's like teleporting normally. However, anyone brought with him will be dizzy and disorientated afterwards if they don't have the power themselves (or mimic) - this is easy to recover from, it just feels like they were spun around in a circle.



I'm also rewriting Dane's muffle, so I can use it in combat and while attacking. And also because it looked way too complicated and intensive just for a move that makes him walk quietly.

Muffle (300): Stealth, Suppression

By concentrating for 3 seconds, during which Dane can move but can't attack, he channels his magic to silence all sound stemming from within 0.5m/1.6ft of him. Similar to stealth, it will remain active until Dane wills it to stop, or Dane takes damage. This can be used in conjunction with the stealth power to become both invisible and produce no sounds (although in a desert, for example, tracks will still be visible). A very loud sound (i.e. a grenade exploding near him, or someone firing a gun close by) will also break the spell, leading to him having to cast it again. Primes with both enhanced senses and a TEC higher than Dane's will be able to hear (or sense) the muffled sounds regardless. As someone's TEC increases above Dane's the sound slowly becomes more audible to them until their TEC becomes double Dane's where they'll be able to completely ignore muffle and hear suppressed sounds as usual. Dane can hear all the sounds as usual.



Bump/reminder on these (because I buried them), but consider them to be on the backburner since they go over my cap and I won't need my Viola moves for a bit:
[spoiler]
(03-14-2018, 12:55 PM)Viola Wrote: (I'll probably rename this one later, but thinking of a name for something that shoots swords is hard)

Yo Dawg I Heard You Like Swords (300) Requires: Aetherblades, Ranged, Ranged Materialise

For four seconds of stationary charge, during which Viola has limited control over her swords but can't concentrate on any other moves or powers, Viola can cause all of her Aetherblades to shoot a new sword of the exact same size and appearance (~3ft blade) that travels in the direction they're pointing. These new swords travel at the speed of an arrow (~150mph or ~67m/s) and carry a lot of momentum behind them. After being fired, they disintegrate into bluish-violet polygons 5 seconds later (regardless of whether they hit something or not). Each sword does moderate damage, so when put together this can be very strong. This move can be fairly tiring if used too often so Viola is unlikely to use it repetitively. Her swords glow during the charge period - bright enough to illuminate a dark room yet dim enough to look at. After shooting these swords, Viola's Aetherblades remain intact and she can continue to control and use them as usual.



(Delays damage)

Cradle of Time (300) Requires: [i]Time Manipulation, Buff, Ranged, Homing[/i]

By warping the progression of time and splitting cause and effect, Viola can delay the impact of attacks made against her and others. Whenever she or someone else is hit by an attack, she can choose to expend a small amount of fatigue to delay it - allowing an opportunity to get away from potential further harm before taking any deliberating effects. This will initially make it appear like the attack did nothing, and the target won't even stagger or feel any pain - although they will after this move ends. Viola can use this move multiple times at once, and it requires very little concentration (but with multiple uses at once this adds up), however for every attack she delays, Viola suffers a constant strain of fatigue depending on the number and strength of the attacks. This would be almost nothing for a small scratch, but for more cuts or stronger attacks, this quickly adds up. Typically, multiple strong attacks can usually be delayed for up to 5 seconds if she's not doing much else, potentially longer if she pushed herself. This move cannot delay the effects of super moves. Lastly, Viola can use this to delay the impact of non-damaging moves, such as debuffs (where the potency of which determines how hard they are to delay).

Each use of this move is individual, so Viola could stagger it and choose to allow each attack to take effect one after another rather than all at once. Notably, the target of this move does not need to be willing, so she could also use it offensively by delaying damage against an opponent to a more opportune time - and make them feel the impact of multiple smaller hits all at once. Viola has to choose to use this move the moment an attack lands, so some combat awareness is needed to use it on an ally.



(Turns near-misses into weak hits)

En Passant (300) Requires: Time Manipulation, Ranged, Ranged Control, Homing

By expending a small amount of energy, Viola can distort attacks through time. Whenever she (or an ally) attacks the positions an opponent was, she can send the attacks backwards in time and then map the damaging effects onto the present, essentially meaning she and her allies can still hit someone who barely avoided their attacks (so if they'd been a fraction of a second faster it would have hit). However, in doing this, the damage is notably weakened. While this isn't particularly tiring, if used for every quick attack the fatigue will add up quickly. En Passant requires no focus, but the decision to execute the move must be done the moment an attack misses. This doesn't work if someone blocked the attack - only if they avoided it (and that it would have hit if they hadn't dodged).

(03-14-2018, 05:38 PM)Ebonywood Hellscythe Wrote: A while back there used to be a Coruscant quest where two people were fused together, but had half the stats or something like that. I want to replicate that with a normal move. Would this be possible? 

Eclipse (300) Requires: Fusion - Basic, Buff

After touching a willing ally with Fusion and maintaining physical contact for 3 seconds, during which both Ebony and her friend must concentrate and cannot attack, they both fuse together in a low-power state. They get all the benefits of a usual fusion (such as shared moves and powers, shared SP pool) but their new total stats are halved (including powerups). While in this state, damage is split between both of them equally, and either Ebony or her ally can instantly choose to spend SP to turn this into a proper fusion (following the usual usage costs).
[/spoiler]


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

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