Thread Rating:
  • 6 Vote(s) - 3.67 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Move Approval V
Got a couple of changes for two moves here, since the current descriptions are long-winded and kinda awkward. I'm also combining them into one, since they're fairly similar.

Old:
[spoiler]
Pick Me Up (300) Requires: Telekinesis, Ranged, Ranged Control, Buff

Gripping a willing prime with her magic, Ebony can lift them up and move them at up to 20mph providing they stay inside her telekinesis range. This does require some concentration, so she can't focus on any other moves or attacks at the same time - however she can move at full speed and still use telekinesis for other normal applications (but can't carefully aim or put force into throwing something, meaning it would be useless for combat), but trying to lift up too much will make her lose focus. Ebony taking damage and someone she's holding struggling will cause her to lose concentration. Besides this, her friend is free to try and use moves, and move their arms freely (and legs slowly) - so they can easily perform actions such as firing a bow or pulling a book off a shelf. Picking up a willing prime is only a bit more tiring than picking up an object with similar weight. Also, trying to move a prime outside of her telekinesis range will make her lose concentration, and their momentum is not maintained - to them it feels like hitting an invisible wall. And it is much harder and tiring for her to do at the edge of her telekinesis range, so she might end up dropping a heavy person before they reach the edge of her range.

When Ebony lets go of her friend, intentionally or otherwise, they will fall softly down to the ground - decelerating as they near the floor. This effect ends if they fall outside her telekinesis range (e.g. maybe they were being held over a pit), or if they hit the ground. While her friend is falling, Ebony cannot move, and is hit with a wave of fatigue (which is stronger if they fall further) as her magic rushes from her to steady their fall. Anyone affected by the feather fall magic can choose to dispell it at will, and simply fall normally.

Side Notes:
>It will usually take about 7 seconds for someone to fall 60m safely (or 3.5s dangerously).
>It's more energy efficient to bring someone to the ground manually (and probably a bit safer).
>While Ebony needs to see or sense a prime to pick them up, she can continue lifting them outside of her vision providing she remembers where they are relative to her. However, moving them is not recommended as without seeing what she's doing, she could accidentally knock them into something.
>Trying to grap someone who is moving is impossible if they're moving faster than 20mph, if not, it just requires her to stand still while focusing until she's picked them up. This takes a small amount of effort, but isn't particularly hard. 
>The time it takes to pick up a prime is usually negligible (unless they're moving, when it can take up to 2 seconds).

RP Notes:
>This is generally not useful in combat situations; but sometimes height is needed, so it could allow an ally to compete with a flying enemy - if they can deal with the limited movement speed and can coordinate with Ebony. Although it'll more often be used to help friends move somewhere.
>She's likely to try and use this casually, even if it might seem like a breach of personal space.

Friendly Fire (300) Requires: Telekinesis - Advanced, Ranged, Ranged Control, Area Defense, Buff

Reaching out with her magic, Ebony wraps it around an ally in range of her telekinesis (60m) while slowly charging a spell. This requires her full concentration, lasts 5 seconds, and brings her ally within 5m of her. If her friend moves in any way besides making small hand gestures and talking, her concentration is lost (but they can try to move as much as the like before or after Ebony starts charging). Ebony may move slowly (walking pace as most), but taking anything more than minor damage will also stop the charging. 

Once the spell is charged, a spherical, translucent, light purple shield materialises around her ally. The shield will shatter after a single solid hit, such as a really fast collision or a charged strike, but in most cases, some damage will migrate through - it does, however, cushion the impact. If it hasn't broken after 3 seconds, it shatters into thin air. Furthermore, the shield does nothing to limit her allies combat abilities. Simultaneously, her friend is accelerated forwards quickly, reaching a speed of about 150 mph by the time they reach the edge of her telekinesis range (60m). This takes about a second, and even if the shield breaks before they reach this distance, the spell ends (but they will still keep the momentum they accumulated, if any). While still accelerating, Ebony has some limited control over the movements, allowing the path of her ally to arc slightly. This control is increased when they're closer to her, and requires her complete focus (she must stay still, and cannot use other moves).

Lastly, doing this is very tiring for Ebony (although she doesn't feel the fatigue until one second after the move is used), and prevents her from using her telekinesis for the following 20 seconds (and all related non-super moves). Furthermore, she also can't use any of her stronger defensive or support magic during these 20 seconds (any non-super move that requires area defence or buff).

Side Notes:
>Ebony could theoretically use this on a limp or unconscious body, as the only criteria for picking someone up is that they don't struggle against it. That said, the magic from paralysis spells and similar ailments interrupts her magic, making it impossible to use it on people under those effects.
>Lighter or heavier people may obtain slightly different speeds.
>It is highly recommended for prime-cannonball to brace themselves.

RP Notes:
>Ebony is usually very tentative in using this move, so it's more likely to be a suggestion from her friend.[/spoiler]

New:

(pick someone up, and then potentially throw them super fast, anyone who struggles against her magic is dropped instantly - so it basically just works on allies)

Pick Me Up (600) Telekinesis, Ranged, Ranged Control, Area Defense, Buff

Ebony can pick up primes as well as objects within her telekinesis range, so long as she has the strength to lift them. This ends immediately if they struggle, making it impossible to use on most unwilling targets. It doesn't take any longer to pick someone up that it does a rock or other object. While carrying someone, it's equivalent to giving them the flight power (within her telekinesis range), but with her ATK for their SPD, and Ebony suffering any fatigue for their movement as well as having to be the one to control them. Furthermore, primes carried move relative to her, so if she moves in one direction, they do too unless she chooses to keep them still. This requires as much concentration as lifting something normally and is otherwise identical to lifting an object. Holding something still requires negligible focus. Her control may wane towards the edge of her telekinesis range as her strength drops off. Ebony may lift many people at once, so long as it is within her telekinetic capabilities. Taking damage may break her concentration, but unless it's a strong amount she is very unlikely to drop someone. Note that struggling only has to be done against her telekinesis, so someone can still wiggle and shift around to use moves.

Once Ebony has picked someone up, she can launch them faster than the speed of an arrow (67m/s or 150mph). To do this, she needs to dedicate most of her concentration towards her telekinesis for 3 seconds, during which she can still move, dodge, and block but cannot attack. She can still move people and objects held by her telekinesis a bit, but this would distract her from her own dodging unless they're following a simple movement (e.g. holding someone next to her and moving them with her while she dodges or simply moving someone in a circle or back and forth in a line). After building up the energy, a translucent purple shield appears an inch away from their skin. The shield only blocks kinetic damage caused by Ebony throwing them but is strong enough to survive a good hit, preventing them from being harmed by crashing and making them bounce back a bit.

After making the shield, she instantly fires them 30m in any direction, building up to the maximum speed by the end of the movement (which takes under a second). This is moderately tiring. The maximum speed can increase for smaller allies or those who try to assist her push with flight (or by any other means). The acceleration can feel strong, but her magic reduces the effect it has on their body. She can make small tweaks to the aim mid-flight, but nothing large. Her ally keeps travelling after this 30m, gradually slowing down and falling normally due to gravity. The high speed, potentially combined with a melee attack from her friend, can deliver a strong blow if it hits, doing good damage and knocking back anyone hit by the prime-bowling ball.



I've got a slight change here to one of Viola's moves. Mostly to clarify some things and add some things that I intended to be in the original but forgot to add. Most is fluff, but if anything this is a bit nerfed (since I clarified that people affected by this can't just chill and rest for the full minute - they don't regain energy, which is how I intended to use it, but forgot to add it). Also made the fatigue cost a bit clearer.

Future Restraint (300) Requires: Time Manipulation, Buff, Ranged

Viola focuses for five seconds, stands still, closes her eyes, and turns off all her senses outside of her foresight (so, she'll only have a small time to stop charging this move and react if someone attacks her). Once she opens her eyes, 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 - totalling at a more moderate drain by the end, but unless she's using this (or similar fatigue moves) one after another, she won't be too debilitated. Furthermore, despite their bodies appearing to get rest, Viola's allies don't actually recover energy, so will be just as tired afterwards as they were beforehand. They (and Viola) also don't continue to bleed, and only need to breathe in if they continue to breathe out (e.g. by talking). Future Restraint will end prematurely for someone if they do one of the following actions. And for everyone, if Viola does one of them.
>Start charging a move or power.
>Use 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.

Sand, grass, and dirt are still shifted beneath everyone's feet. And, naturally, the air and other fluids will move around someone as usual. It's only objects that someone couldn't casually walk through that can't be disturbed - unless they actively try to manipulate something, when the move simply ends early for them. 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 permission - Omniphysics)


Messages In This Thread
Move Approval V - by Jade Harley - 09-08-2017, 08:03 PM

Forum Jump:


Users browsing this thread: 1 Guest(s)