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Move Approval V
Warren Wrote:A red laser that shoots out of the NFL- Laser. This travels at the speed of an arrow. The blast takes about 8 seconds to charge up. This leaves a burn mark that is agonizingly painful on the hand of the individual who is hit by it, causing them to be unable to concentrate effectively on moves and powers, particularly for primes with a lower TEC than Warren. The burn mark will disappear once 15 seconds pass. Hitting someone twice will remove the previous burn mark and apply a new one.

Approved!

Drake Wrote:BioDynamics Heavy-Duty Leg Prosthetics with Manual Articulation Package - 900 OM (Physical Strength, Master Acrobatics, Basic Super Jumping)

While it's not immediately apparent, Drake's legs are actually armored, high power prosthetics that start around his mid-thigh. While they are just as dextrous and supple as human legs, they have the benefit of utilizing high-density materials for maximum durability. Kicks and knee jabs delivered by Drake tend to hit with the speed and power of a small battering ram. They can also block and deflect attacks much more safely than his arms or face, and can generally be considered to have a moderately higher DEF than the rest of his body.

Furthermore, Drake's prosthetic feet are augmented to have prehensile dexterity, and can grip like powerful hands to most surfaces. This allows him to wield any of his weapons or pilot any of his vehicles with his feet. Granted, Drake does wear shoes, so he needs to spend at least 2 seconds kicking them off to be able to use his robot monkey feet.

All of this power and dexterity comes at a cost. Though his prosthetics are armored, the bone and ligaments that they are grafted to are still human. Drake must take care not to do excessive lifting or striking at the risk of shattering what remain of his femurs. Additionally, if the legs do somehow become damaged, they cannot be repaired by normal healing moves. Drake must spend time mending them manually outside of combat, or, be administered by a move that specifically repairs machinery.

Approved!

(05-11-2018, 04:15 PM)Ebonywood Hellscythe Wrote: Alternate Form: Avatar of Magic (2000)
[spoiler]Ebony releases more of her magical potential, willingly or otherwise. While invisible to the naked eye, it flows powerfully throughout her body, leading to a boost in both might and defences. She might not look tough with her small frame, but she can comfortably take more than a few good hits - although she'd prefer not to take any. Due to the sheer strength contained in her body, it's very hard to control, even for more basic actions. She has enough practice to do simple every-day things as usual, but sniping spells and getting well-placed hits with her weapons are not things she can do intentionally. Then again, if you can blow stuff up into an explosion of fire and smash concrete into lots of little pieces with the wave of an arm, who cares about the finer things? With her magic distributed like this, Ebony simply walks everywhere - her attempts at running tend to look like awkward slow flailing.

ATK: 5
DEF: 5
SPD: 0
TEC: 1[/spoiler]
T2 Power Up - Fires of Darkness (1500)
(Can't buy this yet, but it's definitely on its way after a few thread bonuses)
[spoiler]Voluntarily or not, dark purple flames erupt out and around Ebony, swirling around her and heading upwards. After a few seconds, they settle down, only burning close to Ebony's skin. These flames aren't damaging, but do feel uncomfortably hot to be around. Ebony will often use this powerup with her Immortal Flames or Undying Pheonix moves to add more potency to the fire. As her magic is literally overflowing from her body, her attacks are much more powerful, and surprisingly easier to control. In addition, her flames passively reinforce her body, making it much harder to deal a strong and solid blow against her.

ATK: +5
DEF: +3
SPD: +0
TEC: +2[/spoiler]
Wand of Unity (600) Requires: Physical, Ranged
[spoiler]A 3ft long ebony staff with a fist-sized purple-black crystal orb at the top and a small silver sphere at the bottom. Ebony can use it effectively as a melee weapon to hit people with. The orb feels very hot to all but her and her allies, able to burn almost anyone who touches it. The staff is very sturdy and capable of blocking most melee attacks. The orb trails dark purple flames in the air behind it when it moves. Ebony can exchange her scythe for this weapon by concentrating for two seconds. She cannot have a copy of both this and her scythe summoned at the same time. Similarly to her scythe, this takes 5 seconds of stationary concentration to summon, where she spends the first three seconds forming the staff and spins it around for the last two seconds to form the heart. This disintegrates into small hearts if she makes a new one or if it's ever further than 5m/16ft away from her (unless she concentrates on it).

Ebony can also use this to project basic magical attacks. By simply swinging the wand, she can create coloured orbs of magic the same shape and size as the crystal on the top of the wand. These fly at the speed of an arrow, tend to be black/purple, and cause magical burns upon impact. They hit much more like a burning punch than a bullet, so will often cause targets to stagger. Ebony can shoot them as fast as she can swing the staff (usually about one every couple of seconds if she's pacing herself), and firing them is no more tiring than swinging the wand.[/spoiler]
Telekinetic Overdrive (300) Requires: Ranged, Telekinesis, Buff
[spoiler]By swinging her scythe or wand in time with an ally's attack and focusing on them, Ebony can use her telekinesis to reinforce them. Regardless of if they're executing a sword swing, a punch, firing a gun, or shooting a fireball, Ebony's magic will 'power up' their attack, giving it a bit of extra punch - the only requirement is that there's something moving for her to strengthen. Often this is accompanied by a dark purple glow around her ally's attack. This takes no longer swinging her weapon, and is no more tiring than doing so, but the strength drops off in range proportional to her telekinesis power. Ebony cannot boost an ally's attack while using her weapon to attack - there needs to be a clear space in front of her.[/spoiler]
Magical Ribbons (1200) Requires: Telekinesis - Advanced, Ranged, Ranged Control, Debuff, Wand of Unity
[spoiler]After standing still can focusing for 3 seconds, Ebony can shoot three long purple-black ribbons out of her Wand of Unity. These stick close together and travel in a straight line at about the speed of an arrow (~150mph). Ebony has to swing the staff to shoot these, telegraphing the attack somewhat. Once they hit something, they coil around it. From there it becomes a battle of strength between Ebony and the person or object (her ATK against theirs, but targets without Physical Attack proficiency are at a disadvantage). As the ribbons are linked to Ebony's telekinesis, they gradually become weaker at range, so unless someone is very frail, Ebony won't be able to overpower them closer to the maximum range. However, the ribbons amplify Ebony's telekinetic strength by 50%. Furthermore, regardless of strength, the ribbons are sturdy, with a durability based on Ebony's DEF. This typically makes it hard to cut through them without a charged or tiring attack without an ATK much larger than Ebony's DEF. While Ebony may struggle to hit someone, she can choose to fire the ribbons in front of them. And, should they run into them, they may become entangled even if they weren't hit directly (and the ribbons will then coil around them the same way as usual). If Ebony misses, the ribbons remain stretched out at the 60m distance until she stops concentrating on them.

Ebony can only manipulate her ribbons once they've wrapped around something, but has to keep concentrating on this move regardless (otherwise the ribbons detach from her wand and become inert). Should Ebony succeed in wrapping her ribbons around an object (this could be a rock, or even an opponent's weapon), she can manipulate it normally with her telekinesis. Furthermore, while she cannot actively use her telekinesis power for anything besides this move while it's active, her ribbons increase her effective telekinetic strength by 50% (against people and objects), allowing her to use this move to pick up heavier objects or not be as disadvantaged at range. Disarming an opponent with this move is mostly a battle of strength, but Ebony does need to get lucky to actually hit their weapon with the ribbons in the first place. Once she's stolen someone's weapon, she can't keep or use it, so she'll usually just toss it far away or hold it out of reach (but the latter option requires concentration).

It can take up to 5 seconds or so to properly restrain someone depending on how strong they are - or be impossible if she keeps missing or if they're much stronger than her ribbons. Once restrained, Ebony can then keep her hold of them for up to 10 seconds, where all their moves and powers are sealed by her magic - they can't do anything besides physically struggle. This requires her full concentration regardless of their strength, so while she can bring them closer to her and move them about at walking speed, she can't smash them into walls (unless they don't struggle). After these 10 seconds are up (or if Ebony loses focus early), the ribbons detach from the wand after all their stored magic being spent. They will still physically remain though, so someone who's trapped may take up to 5 seconds to free themselves fully (-1 second to escape per point of ATK if they have physical strength, or -1 second per point of TEC; whichever is higher). Assuming they struggle, any remaining ribbons will fall off them after this time (omniphysics). Naturally, other moves or powers can help someone escape during the last 5 seconds.

Alternatively, Ebony can choose to stand still and focus on this move for 10 seconds before casting, adding additional strength to her ribbons. While this does not impact the usual usage or time constraints directly, the additional strength is applied in the form of dark purple flames shrouding the ribbons, burning anyone who touches them. As a result, becoming entangled by these can lead to a very painful experience. While the fire-ribbons technically don't deal a lot of damage, it's painful and can stack up over the duration of being restrained, especially when in contact with a larger surface area. These ribbons only burn while Ebony concentrates on them.

Other primes cannot manipulate the ribbons with their telekinesis power while Ebony is focusing on them. Furthermore, people and objects trapped by her ribbons cannot be teleported so long as she's concentrating. Someone is considered 'trapped' once at least one ribbon has wrapped around them. All three ribbons will wrap around the same thing (whichever the first one hits). Ebony must stand completely still and can only twist or turn while focusing on her ribbons. The ribbons do not naturally decay, so if Ebony uses this move a lot she'll tend to litter the battlefield with them, potentially allowing them to be used as incidental weapons by herself and others, but she can't regain control of a ribbon for herself once she's lost it. The ribbons are soft and will never grip tightly enough to deal crushing damage. Using this move is no more tiring than using telekinesis for its respective applications. The ribbons have no maximum length and just become as long as they need to fulfil their task.

300 - Stronger telekinesis when using ribbons
300 - Disarming people
300 - Immobilising people
300 - Fire Ribbons
[/spoiler]

All approved!
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.


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

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