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Move Approval V
I'm hoping to get some changes approved for a couple of my Moves, since I don't think I really thought them out properly when I originally submitted them, and have made them a bit too weak.

The first one: 'Self-Controlled'.

Old:
[spoiler]
Quote:Self-Controlled (300)
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 two seconds 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 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, and will often leave a slight, lingering compulsion to act however they had attempted to force him to. If their TEC is at least twice Hijiri's, their power will be too great for him to counter, and this move will fail.

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 couple seconds to calm down after someone says/does something which would normally anger him).
[/spoiler]
New:
[spoiler]
Quote: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.

Comments:
• With the original version, someone could potentially just use the same Move on him repeatedly to force him to keep using this (or give in and do what they wanted)... which is a little silly... and also just boring to write. I'd rather my moves not encourage people to use boring solutions simply because those are the most logical ways of winning, hence the 30 second block.
• I've increased the OM cost by an extra 300 to account for the variable charge time.

Also, it's worth noting that by using this Move (as it currently is) means he's basically stunning himself for 2 seconds... that's quite a long time to stand still if your opponent is nearby and armed with a deadly weapon. I feel like making it a little more powerful is totally justified, since in most situations using it basically leaves him completely vulnerable to attack.[/spoiler]


And the second: 'Personal Gravity Manipulation'.

Old:
[spoiler]
Quote: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 become as light as a feather, as heavy as a tonne of bricks, or anything in between. 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 and more tiring, as well as 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 10kg of weight added (so increasing his weight from 'feather-like' to the maximum value of one tonne would take 100 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 that 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.
[/spoiler]
New:
[spoiler]
Quote: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).

First off: a few of the changes to this Move are just rewordings of phrases I used, since I decided they didn't sound that good when I was reading through it earlier.

Secondly: I know I've already made improvements to this move once (when I combined two moves together to make it up), and at the time, I thought that was everything sorted and fine. After writing it a bit, though (albeit, only in my personal storyline; Hijiri still hasn't actually been in a graded fight yet), I feel like I may have messed up a bit when I wrote it. Here's why;

• Increasing his weight by 10 kg a second is way too slow. I just picked that number out of thin air the first time, without really giving it enough thought... it means that every time he wants to drop his weight low (which is pretty much always), he needs to charge up for almost seven seconds afterwards just to get back to normal... and considering that charging it tires him rapidly, using this move makes for a great way to exhaust himself. Especially since there's also another energy cost that he has to pay in order to keep the move active... as well as other drawbacks to being light, such as getting thrown about easily.
I love this move, in theory, but it has a lot of drawback.
Honestly, I don't think it's particularly fast even at 20 kg per second, since that means it'll still take 3.5 seconds of charging to get back to normal... but I don't wanna try and make it too powerful, so I'm just putting it at that.
• I added a second note at the end because the way I had it written before made it sound like no matter how durable he became, he'd still be severely damaged by using this move to its fullest capacity (on top of the other drawbacks, like having to severely tire himself to charge it long enough to actually get that heavy). In the Rules, 20 DEF is described as "Nearly impossible to kill through conventional methods", so I think it makes perfect sense that he'd be able to endure his body weighing so much if he ever somehow got that tanky.[/spoiler]

———

In addition to those, I also have a new Move I'm hoping to get approved:

[spoiler]
Quote: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.

The reasoning for this Move is basically that I only ever bought Flight because I needed it for Personal Gravity Manipulation: I haven't actually been using it to fly. Given that characters with the Flight Power can normally fly as high as they want, I don't think 240 metres should be out of the question, especially since Hijiri has the drawback of being unable to change direction in mid-air, as proper fliers can.

Also, I dunno if this should actually be variable or not, since the variation in the jumping distance comes directly from the use of Personal Gravity Manipulation, and I've already paid OM for the variable weights as part of that... that said, I'm fine with paying the extra if need be, so I've just priced it at 600 OM for now.
[/spoiler]
[Image: Hijiri_Name_Sig.png]


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

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