05-04-2018, 07:50 PM
(05-04-2018, 05:32 PM)Viola Wrote: Four moves here. After these, I think Viola should be set for DA (gotta pump out dem buffs for the 2v2 action).
Time Stutter (300) Requires: Time Manipulation, Foresight, Buff, Ranged, Homing
[spoiler]Viola focuses for 4 seconds, where she can twist and make small steps to try and avoid attacks, as well as execute basic blocks. Afterwards, she chooses a target within 60m of her (this can be herself). She can 'store' the energy for this move for up to 30 seconds, and it can be cast at will. She can act as usual while the spell is stored (so can concentrate on any of her powers/moves, and charge this move again if she wanted). This move is moderately tiring for Viola to use. The spell causes the target to iterate through brief periods of time, effectively bestowing an advanced form of foresight upon them.
For the first 3 seconds, after this move is used, the target experiences nothing different than usual. However, after the third second, time instantly reverses by 2 seconds. Only they retain knowledge of the 2 seconds of the future they experienced (so everyone else - including Viola if she didn't use this on herself - is none the wiser), and while the transition may be jarring, they can act differently with the knowledge they've accrued. 3 seconds after going back in time the first time, they're sent back 2 seconds a second time. This repeats again and again, with them progressing with 1 second for each time stutter - as a result, there is some overlap between each loop. The target experiences 10 time stutters in total, giving this move a 'real' duration of about 12 seconds (although the first second is never looped over, and the last and second seconds are experienced once rather than twice). The person affected by this move experiences 32 seconds during this time.
As the target actually experiences the events, suppression has no effect on blocking it (unlike normal with normal foresight). However, someone with telepathy and high enough TEC may be able to read the thoughts of someone affected by this move following the usual rules (and could thus react differently if they were able to do so quickly enough). If Viola uses this move on someone already under its effect, it resets the duration (so brings the number of remaining time loops up to 10). Viola's efficient, so she'll tend to wait until afterwards.[/spoiler]
Reversing time might usually be a big no-no, but this doesn't revert time to before when she uses the move. So, mechanically, it's basically the same as a better foresight.
Time Walk (300) Requires: Time Manipulation, Buff, Ranged, Homing
[spoiler]Viola focuses for 4 seconds, where she can twist and make small steps to try and avoid attacks, as well as execute basic blocks. Afterwards, she chooses a target within 60m of her (this can be herself). She can 'store' the energy for this move for up to 30 seconds, and it can be cast at will. She can act as usual while the spell is stored (so can concentrate on any of her powers/moves, and charge this move again if she wanted). This move is not initially tiring for Viola to use. This spell replicates Viola's timekeeper in a special way, superficially enhancing the target's reaction.
Once affected by this move, time 'stops' from the target's perspective. For the next 15 seconds (real time), time only moves forward when they move or act. If they perform an action slower than normally possible for them, then time will move in slow motion respectively. While active, Viola experiences a light drain of energy over the 15 seconds (real time) this is in effect. Theoretically, someone could experience years under the effects of this move if they simply stood still. This doesn't allow anyone to use, charge, or execute moves faster than usual or act beyond their physical capabilities, it just allows them to apply a lot more precision to their actions - potentially performing feats such as cutting bullets out the air or catching an arrow with their bare hands.
As this move essentially forces the target to always move and act at maximum efficiency, it will often leave them more tired than they usually would be from performing those actions. That said, they usually won't realise until after the move has ended. Someone under the effects of this move cannot recover fatigue or energy while it's in use by conventional means (i.e. resting normally) but both they and Viola can dispell this move early at will. If Viola uses this move on someone already under its effect, it resets the duration.[/spoiler]
Because I saw someone playing Superhot on youtube and wanted to rip it off. This is pretty similar to Viola's timekeeper move, except it always works in the same way (rather than slowing time variably at will), can be a buff, and is arguably less tiring (but has a charge time).
Haste (300) Requires: Time Manipulation, Buff, Ranged, Homing
[spoiler]Viola focuses for 5 seconds, where she can twist and make small steps to try and avoid attacks as well as execute basic blocks. Afterwards, she chooses a target within 60m of her (this cannot be herself). She can 'store' the energy for this move for up to 30 seconds, and it can be cast at will. She can act as usual while this spell is stored (so can concentrate on any of her powers/moves, and charge this move again if she wanted). This move is moderately tiring for Viola to use.
Once cast, the flow of time around the target is sped up for the following 15 seconds (real time). This allows them to move, think, and act twice as fast as well as charge moves and powers twice as quickly as normal. All normal time constraints are halved, including execution times (so burst movement would seem like 0.5 seconds on and 0.5 seconds off to an outsider). However, this move saps energy from those under its effects. In addition to suffering 30 seconds of fatigue over 15 seconds (due to them acting and experiencing twice as much), they also suffer a strong energy drain over the duration of this move but can choose to end its effects early. While under this moves effects, the target perceives everything else as moving at half speed.
Notably, the speed boost gained can be stacked with burst movement or super speed. If Viola uses this move on someone already under its effect, it resets the duration.[/spoiler]
Because what time-based buffer isn't complete without a haste move? I think the fatigue costs and charge time should be enough for this. I need a fancy name for this one though, so timey-wimey name suggestions would be hella cool if you think of any.
Kinetic Lag (300) Requires: Time Manipulation, Ranged, Ranged Control
[spoiler]Viola focuses for 3 seconds, where she can twist and make small steps to try and avoid attacks, as well as execute basic blocks. She can 'store' the energy for this move for up to 30 minutes - however, and it can be cast at will. She can act as usual while the spell is stored (so can concentrate on any of her powers/moves, but cannot charge this move multiple times). Initially, this move is not initially tiring for Viola to use.
When faced with an explosion (or any other area of effect attacks that does damage about a point, such as a shockwave running through the ground) within 30m of her, Viola can use the stored energy to freeze it in time the moment before it expands (or slightly afterwards) before it can harm her (or an ally). Once she does so, she's free to run and try and escape the explosion radius (but without insight or prior knowledge she won't know how far she needs to run). Holding back the explosion requires constant focus, so if Viola devotes her remaining efforts to running she won't be able to block or attack effectively with basic weapons. It also applies a constant light energy drain to her. Once she loses focus (willingly or unwillingly - i.e. by taking damage), the explosion occurs as usual.
On rare occasions, Viola may be able to trick someone into getting hurt. If Viola freezes an half-finished explosion, it remains inert. If it was really hot, the area may still be damaging, but toxic gasses and waves of force are nothing more than pretty or sight-obscuring effects while frozen. Without an increase to her reactions, Viola will typically need to use her foresight to be able to execute this move successfully (since she's effectively stopping a grenade the moment it explodes, or the moment before). There may be cases where Viola would have no way of knowing if something is about to explode or not (likely when fighting someone with suppression who just used a move she hasn't seen before). When this happens, she may end up wasting this spell against something that won't blow up as a precaution, although doing so doesn't come with the energy cost and she'll usually figure out that it was useless pretty quickly - it just means she needs to re-charge this to use it again. Super attacks are too powerful for her to stop with this move.[/spoiler]
This 'pauses' explosions, but in doing so Viola is typically left vulnerable until she escaped the blast radius.
Time Stutter - What stops you from casting this on multiple people at the same time? Otherwise sure? It just seems like your giving them foresight a bunch of times.
Time Walk- Same thing as the first question. But otherwise it looks fine.
Haste - "well as charge moves and powers twice as quickly as normal." This is a bit scary. A lot of your moves have a "when this ends" it adds fatigue but it doesn't detract from how good it is at the time. Also 30 seconds is a long time to be twice as fast. Could you somehow try and make it either a little less scary or possibly add a downside that occurs during the effect?
Kinetic Lag needs to be 600. 300 for escaping and 300 for tricking someone into getting hurt. Also can she AND an ally escape or is it an OR. Is she freezing the explosion or all of time? How long can she hold it? Can anyone run away?

