04-24-2018, 07:09 PM
Got an assist and a couple of moves for Ebony as well as one thing for Viola.
A bunch of skeletons:
T1 Assist - Undying Loyalty (1000) Requires: Survival, Hivemind
[spoiler]Ebony clicks her fingers, instantly summoning a big black book with a white skull drawn on the front. Or she just pulls it out of her bag or cloak if she already has it in hand. After holding it out in front of her, she opens it to a seemingly random page in the middle and blows dust off the pages before turning the pages to face her target. A dark black portal appears and four bone-white skeletons walk out, all wielding a replica of one of Ebony's weapons (namely her scythe). They all sit at about 6 ft tall and are capable of using all her moves and powers - albeit at a lessened effectiveness.
The core difference between these skeletons and what one might expect from a usual summon is that they don't always obey Ebony during combat. They act in a way they think is strategically best for her and will throw themselves in the way of attacks made against her without hesitation. Outside of this, they do have a sense of self-preservation - they like being summoned and being of use to her, and they don't know when she'll utilise them again. So if there's another way to keep her safe, they'll act on that instead.
As Ebony summons multiple entities here, rather than just one, they're all naturally weaker. Their bones don't tend to shatter easily, but a very strong punch could fracture and knock their head off, or break a joint completely. They're more likely to be knocked apart rather than shattered (although it's definitely possible with a strong move). The skeletons are able to continue fighting until they're literally dust or their magical binding runs out - and can still move any body part not connected to their body. That said, taking out that part of their body will cause them to collapse. They also don't need their heads to see, but their vision is foggy without one. Regardless, their sight range is always limited to where they would be looking if they had a head attached to their body. Furthermore, they will always try to use Ebony's Immortal Form move to pull themselves together and remain intact where possible.
The skeletons can talk, and display a variety of personalities. There are more than four of them in the book, but Ebony can currently only summon than many at once. As a side note, I'd imagine someone with telepathy might be able to hear chatter resonating from the book. Or even talk to the skeletons. Ebony can "talk" to the book with physical contact.
General notes: Don't be afraid to smash the skeletons up a bit. Just leave me with some left until the end of their summon period if I bring them out for the whole round, and remember that they can try and pull themselves together. Also, they can use and attack with Ebony's spells too. Not all of them will mob their foes, some may choose to charge spells, so ignoring them might not be a good idea. Attacking Ebony won't have all of them try and stop you, just one or two of the closest ones. Unless Ebony is being attacked by multiple people or a really strong foe, or a strong attack Ebony can't fully block herself, the rest of the skeletons will continue on the offensive.
ATK: 2
DEF: 0
SPD: 1
TEC: 2[/spoiler]
Trying out something here. Having Eb use telekinesis to try and hold herself together (and also for her skeletons):
Immortal Form (300) Requires: Telekinesis, Hive Mind, Survival
[spoiler]Ebony's magic connects and protects every part of her body, ensuring that she's always functional up until the moment she dies. Should flesh or bone ever be severed, her magic simply holds it in place exactly where it was, causing it to act almost normally. So, if someone tries to chop off her hand, with a small amount of energy her body will keep it in place as if it's attached to her arm by a magnet. There will still be a large cut, she'll still take the damage, and the wound won't heal, but she'll still be left with a semi-functional limb. If someone were to hit the severed hand away from her, providing it is in range of her telekinesis she can pick it up with her magic and reattach it to the magical energy. This allows her to appear near-unkillable by conventional slashing weapons, although once she takes enough damage to die, she'll fall to pieces.
Furthermore, while the drain might be small for a chopped off finger, it increases drastically the more parts of her body she's trying to hold in place - although she'll usually be dead before that gets too severe. Naturally, this can't help her if a body part is actually destroyed, but it effectively abates some of the negative consequences of having a limb severed. That said, a chopped off arm still won't be connected to her, so without healing it will die as usual. Lastly, limbs held and used in this way are more sluggish. Ebony's skeletons (see Undying Loyalty) make full use of this ability.[/spoiler]
Using telekinesis to slam and hold part of someone to the ground:
Telekinetic Singularity (300) Telekinesis, Ranged, Debuff
[spoiler]Ebony builds up her magic over the course of 10 seconds, during which she can move and make basic weapon attacks and blocks with limited concentration (it's comparable to trying to a different task with each arm). Taking moderate damage or more disrupts her concentration. Once charged, she points a finger gun at her target (or does any other reasonable gesture), sending a bullet-fast fist-sized bolt of blue magic towards her target. She can choose to delay shooting it for the same focus requirements as the charge period. If it hits, the spell focusses a large amount of telekinetic energy in the target area - be it someone's arm and shoulder, most of their leg, or part of their torso. This presses down with a large amount of force, usually making the body part slam down into the ground. This serves three main purposes: nearly immobilising her opponent, pulling a flying enemy out of the sky, and potentially doing moderate crushing damage to the target area (initially when it hits the ground and also continued gradually throughout the duration of this move).
This is very tiring for Ebony to use, but operates in a 'fire and forget' fashion, lasting for 15 seconds. She experiences the energy drain the moment this move is used. A strong opponent (one with an ATK approaching double or higher than Ebony's and with physical strength) would be able to stand up after accommodating for the force, although it would likely be painful and require a great deal of effort. Weaker foes would still be able to roll or drag themselves along the ground unless their ATK and DEF are fairly low. Furthermore, if the bolt hits an object instead of a person (like a sword or shield) that will also be pushed down, so will be near impossible to use.[/spoiler]
Pulling attacks towards Viola's swords.
Lightning Rod (300) Requires: Aetherblades, Foresight, Ranged Control
[spoiler]By holding two of her Aetherblades in an X for half a second while concentrating and standing still, Viola can draw ranged attacks towards the blades, causing them to glow. This isn't very tiring, but as long as Viola keeps diverting all/most of her focus towards the two swords, she can maintain this move. Any ranged attack that Viola can see or sense passing through a 90 degree wide and 15m long cone in front of the swords is directed towards the interception of her blades (although Viola can choose to allow an exception on a case by case basis - e.g. for an ally's move or one not aimed at her). Once it hits, all of its strength is dissipated throughout the swords, so if it would usually explode on impact it no longer does so and the explosion energy goes to damaging the blades. This move does, however, weaken the swords. The concentration enhances her sword's durability a bit, but depending on the strength of attacks they can still be broken. If an attack manages to break both of her swords, it will keep moving afterwards but at a reduced strength (although with Viola's more durable swords this is unlikely unless they take a very strong hit), or explode outwards at reduced strength (if it would normally do that instead). Ranged attacks requiring ranged control and constant concentration are largely unaffected by this move, as long as they're being actively controlled. Due to the concentration required and the directional nature of this move, Viola is left open to flanking attacks.[/spoiler]
A bunch of skeletons:
T1 Assist - Undying Loyalty (1000) Requires: Survival, Hivemind
[spoiler]Ebony clicks her fingers, instantly summoning a big black book with a white skull drawn on the front. Or she just pulls it out of her bag or cloak if she already has it in hand. After holding it out in front of her, she opens it to a seemingly random page in the middle and blows dust off the pages before turning the pages to face her target. A dark black portal appears and four bone-white skeletons walk out, all wielding a replica of one of Ebony's weapons (namely her scythe). They all sit at about 6 ft tall and are capable of using all her moves and powers - albeit at a lessened effectiveness.
The core difference between these skeletons and what one might expect from a usual summon is that they don't always obey Ebony during combat. They act in a way they think is strategically best for her and will throw themselves in the way of attacks made against her without hesitation. Outside of this, they do have a sense of self-preservation - they like being summoned and being of use to her, and they don't know when she'll utilise them again. So if there's another way to keep her safe, they'll act on that instead.
As Ebony summons multiple entities here, rather than just one, they're all naturally weaker. Their bones don't tend to shatter easily, but a very strong punch could fracture and knock their head off, or break a joint completely. They're more likely to be knocked apart rather than shattered (although it's definitely possible with a strong move). The skeletons are able to continue fighting until they're literally dust or their magical binding runs out - and can still move any body part not connected to their body. That said, taking out that part of their body will cause them to collapse. They also don't need their heads to see, but their vision is foggy without one. Regardless, their sight range is always limited to where they would be looking if they had a head attached to their body. Furthermore, they will always try to use Ebony's Immortal Form move to pull themselves together and remain intact where possible.
The skeletons can talk, and display a variety of personalities. There are more than four of them in the book, but Ebony can currently only summon than many at once. As a side note, I'd imagine someone with telepathy might be able to hear chatter resonating from the book. Or even talk to the skeletons. Ebony can "talk" to the book with physical contact.
General notes: Don't be afraid to smash the skeletons up a bit. Just leave me with some left until the end of their summon period if I bring them out for the whole round, and remember that they can try and pull themselves together. Also, they can use and attack with Ebony's spells too. Not all of them will mob their foes, some may choose to charge spells, so ignoring them might not be a good idea. Attacking Ebony won't have all of them try and stop you, just one or two of the closest ones. Unless Ebony is being attacked by multiple people or a really strong foe, or a strong attack Ebony can't fully block herself, the rest of the skeletons will continue on the offensive.
ATK: 2
DEF: 0
SPD: 1
TEC: 2[/spoiler]
Trying out something here. Having Eb use telekinesis to try and hold herself together (and also for her skeletons):
Immortal Form (300) Requires: Telekinesis, Hive Mind, Survival
[spoiler]Ebony's magic connects and protects every part of her body, ensuring that she's always functional up until the moment she dies. Should flesh or bone ever be severed, her magic simply holds it in place exactly where it was, causing it to act almost normally. So, if someone tries to chop off her hand, with a small amount of energy her body will keep it in place as if it's attached to her arm by a magnet. There will still be a large cut, she'll still take the damage, and the wound won't heal, but she'll still be left with a semi-functional limb. If someone were to hit the severed hand away from her, providing it is in range of her telekinesis she can pick it up with her magic and reattach it to the magical energy. This allows her to appear near-unkillable by conventional slashing weapons, although once she takes enough damage to die, she'll fall to pieces.
Furthermore, while the drain might be small for a chopped off finger, it increases drastically the more parts of her body she's trying to hold in place - although she'll usually be dead before that gets too severe. Naturally, this can't help her if a body part is actually destroyed, but it effectively abates some of the negative consequences of having a limb severed. That said, a chopped off arm still won't be connected to her, so without healing it will die as usual. Lastly, limbs held and used in this way are more sluggish. Ebony's skeletons (see Undying Loyalty) make full use of this ability.[/spoiler]
Using telekinesis to slam and hold part of someone to the ground:
Telekinetic Singularity (300) Telekinesis, Ranged, Debuff
[spoiler]Ebony builds up her magic over the course of 10 seconds, during which she can move and make basic weapon attacks and blocks with limited concentration (it's comparable to trying to a different task with each arm). Taking moderate damage or more disrupts her concentration. Once charged, she points a finger gun at her target (or does any other reasonable gesture), sending a bullet-fast fist-sized bolt of blue magic towards her target. She can choose to delay shooting it for the same focus requirements as the charge period. If it hits, the spell focusses a large amount of telekinetic energy in the target area - be it someone's arm and shoulder, most of their leg, or part of their torso. This presses down with a large amount of force, usually making the body part slam down into the ground. This serves three main purposes: nearly immobilising her opponent, pulling a flying enemy out of the sky, and potentially doing moderate crushing damage to the target area (initially when it hits the ground and also continued gradually throughout the duration of this move).
This is very tiring for Ebony to use, but operates in a 'fire and forget' fashion, lasting for 15 seconds. She experiences the energy drain the moment this move is used. A strong opponent (one with an ATK approaching double or higher than Ebony's and with physical strength) would be able to stand up after accommodating for the force, although it would likely be painful and require a great deal of effort. Weaker foes would still be able to roll or drag themselves along the ground unless their ATK and DEF are fairly low. Furthermore, if the bolt hits an object instead of a person (like a sword or shield) that will also be pushed down, so will be near impossible to use.[/spoiler]
Pulling attacks towards Viola's swords.
Lightning Rod (300) Requires: Aetherblades, Foresight, Ranged Control
[spoiler]By holding two of her Aetherblades in an X for half a second while concentrating and standing still, Viola can draw ranged attacks towards the blades, causing them to glow. This isn't very tiring, but as long as Viola keeps diverting all/most of her focus towards the two swords, she can maintain this move. Any ranged attack that Viola can see or sense passing through a 90 degree wide and 15m long cone in front of the swords is directed towards the interception of her blades (although Viola can choose to allow an exception on a case by case basis - e.g. for an ally's move or one not aimed at her). Once it hits, all of its strength is dissipated throughout the swords, so if it would usually explode on impact it no longer does so and the explosion energy goes to damaging the blades. This move does, however, weaken the swords. The concentration enhances her sword's durability a bit, but depending on the strength of attacks they can still be broken. If an attack manages to break both of her swords, it will keep moving afterwards but at a reduced strength (although with Viola's more durable swords this is unlikely unless they take a very strong hit), or explode outwards at reduced strength (if it would normally do that instead). Ranged attacks requiring ranged control and constant concentration are largely unaffected by this move, as long as they're being actively controlled. Due to the concentration required and the directional nature of this move, Viola is left open to flanking attacks.[/spoiler]