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Move Approval V
(05-31-2018, 06:21 PM)Makoto Yuki Wrote: Return to Sender – (Ranged Proficiency, Debuff Proficiency, Area Attack?) – 300 OM

A defensive technique where Makoto spends a second concentrating on imbuing his weapon with wind magic, visually represented by a small green vortex surrounding the blade. Makoto can move around normally during this time and while the blade is 'charged', but using any other spell or using his blade to physically attack or block cancels the charge.

On his next swing, a powerful gust of wind violently pushes back on whatever is in front of Makoto in a two-meter-wide arc that travels for 5 meters directly away from him, reaching its max distance and harmlessly dispersing after a second.

Projectiles that’re no smaller than a baseball and no faster than an arrow are redirected to travel in roughly the direction they came from at half their original speed. Too small or too fast projectiles like bullets get their trajectories slightly altered and just have their overall accuracy decreased.

If this move is used on a prime its effectiveness is based on Makoto’s ATK relative to the prime’s DEF. When the prime’s DEF is higher than Makoto’s ATK they’re only slightly slowed down as the wind passes over them. When the stats are equal the prime has to completely stop and root themselves to the ground for a second as the wave hits them. Ones with lower DEF are lifted up and thrown back two meters for every point in Makoto’s favor.

Pulling this maneuver multiple times in quick succession is guaranteed to leave Makoto gasping for breath, but is manageable when used sparingly. This move does absolutely no damage on its own and is intended to create distance and tactically use the landscape of the battlefield.

The push has a large area of effect, so it does need area attack. It does not need debuff, as its effect is instant (a sustained slow would need debuff though, but a push does not)

"Ones with lower DEF are lifted up and thrown back two meters for every point in Makoto’s favor."
This stacks a little too heavily for a move with a 1 second charge time. I'd allow something like:
2m knockback for ATK equal to DEF (but they can brace to stand upright)
decreasing down to a minimum of half that for ATK equal to half DEF (easy to stay upright)
increasing up to a max of double that for ATK equal to double DEF (hard to stay upright)

(which is probably a smoother scale - so you might actually prefer it)

(you could get higher knockback numbers by spending 600 OM and having it deflect objects OR push people - but as this move can do 2 things at the same time, those things will be weaker)


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

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