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Move Approval V
(06-03-2018, 06:33 PM)Dane Regan Wrote: I'll reread this tomorrow or the day after at some point to double check everything. But, at a glance, this would cost 2400 OM (I think):
300 - Basic tendrils (extension of your ranged control, allowing you to manipulate objects at range, general utility, etc. - unless you didn't want to be able to do that with them)
300 - Variable number of tendrils
>How fast do the basic tendrils move? (If tendrils always move about the same speed unless specified otherwise, it might be best to say that at the top)
300 - Stick (and pull) two things together (or one thing to you)
300 - Fusing tendrils
300 - Fusing a variable number of tendrils
>How fast do the fused tendril weapons move?
300 - Trap
>Needs a rough estimate for how long it would take them to escape (if they don't have outside help, or powers/moves that could help them). Could be based on your ATK + TEC (or just ATK) vs their ATK + TEC (or just ATK). You could use other stats, as long as you make it seem reasonable (but if they have to force their way out, it's probably their ATK against yours). Obviously, someone who is trapped and doesn't have physical attack would be disadvantaged in their escape. Have it be a gradient. Like X seconds normally. Down to a minimum of X/2 seconds if their <stat> is double your <stat>. Up to a maximum of 2X seconds if their <stat> is half your <stat>.
300 - Shield
300 - Pillar
>Can you clarify on the length of these? 10 metres?
>How long does it take to summon them again?
"Alternatively, he can only hold the pressure of one of these for about thirty seconds at a time. (Note: this is still the same thing except he is pinning them down)"
>What did you mean by this?

I can't see why this needs master acrobat. Maybe burst movement to pull yourself to others quickly (but I'd allow the move without the power), but that's it.
(Sorry if I missed some things or asked about stuff you already have there, it's a big move)


All chill, I know its a big move, hence why it was in the workshop for a short bit, but I figure this is a bit more than the average person can handle.

Yeah 2400 seems to be about right, was my first guess but I wanted a second pair of eyes on it.

As for master acrobat, it's for being able to use the tendrils to whip around. I offhandedly mention it in the default state but it was something I remember needed for the way my current move with my chains worked.

For the parenthesis that you pointed out, its that he can pin someone down with them. Like stabbing someone and pinning them to the wall. Similarly to how you would stab someone the same way that you would pin them that the comparison I'm making with the pillars. 

Any other clarifications added or were already there are underlined below.


Shadow Tendrils(2400; Requires Ranged, Ranged Materialize, Remote Control, Debuff, Area Attack, Area Shield, Master Acrobat)
[spoiler]Demetri's most used form of magic, a set of ten enchanted rings which each allows him to control a shadow tendril. These tendrils can combine to make more advanced and powerful moves. When tendrils are destroyed, they take five seconds to regenerate and be used again, each one adding the time consecutively. This means that if five tendrils are destroyed, it takes twenty-five seconds for Demetri to fully recover them, which one being regenerated every five of those seconds. Active tendrils can be dispelled with three seconds of concentration, though Demetri does not have to stand still. If they are fully beyond 10 meters of Demetri, they automatically are dispelled. This effect is only compounded by the number of separate entities that Demetri has summoned. For example, to dispell ten active default tendrils, it takes thirty seconds, but to dispel two traps that each take three, it takes six seconds. Demetri can choose to dispel one or more entities at once in this way. Tendrils and their entities can be remotely summoned but require Demetri to be standing still and have more concentration than usual, as well as awareness of the area. He cannot summon them to places he cannot see or sense. 

The default form of these tendrils is a stretchy substance as thick as a wrist that has tar-like appendages that stick to whatever they touch, causing strain between the two points and can be summoned near instantaneously. They are very elastic, can be directed in a straight line to a point at up to 60mph but hardly reaches even half that speed if being maneuvered, and at full strength have the durability of quarter-inch wire rope. Demetri uses finger motions to control these tendrils and can use this move to attach to foes and objects up to ten meters away, including high points of interest for aiding both horizontal and vertical movement. However, past five meters their durability decreases, as would a rubber band when stretched too far. This means that grabbing something at his maximum reach would cause the most pull, but a single weak attack would destroy it instantly. Meanwhile, a good second or two of decent damage would be needed in order to destroy the tendril when in its comfortable range. Demetri is able to control all ten of his tendrils like this at once, but each active one compounds the mental strain and focuses he must use in order to fully control them. Using all of them like this will quickly exhaust him, but using one or two at a time can be kept up almost indefinitely. Once the appendage has successfully hit its target, the affected area will spread a few inches in diameter to solidify its hold over a few seconds. If Demetri has a tendril to spare, he can use it to attach two objects to each other and separate it from himself.  Remote summoning these does no greatly increase stamina cost.

Using at least two tendrils, Demetri can make a more offensive weapon, hardening the tips of the tendril to a single point. One second is needed per tendril fused, requiring at least two seconds to begin using this move. This counts to a maximum of five per hand and greatly increases the damage of the tendrils as well as the stamina drain. This form of the tendrils is half as fast as its default form. Even with just using two, Demetri must concentrate more than usual, as it requires more precise movements. The focused point goes from as thick as a wrist to a nail point on the last ten centimeters of the hardened tendrils and can maneuver only up to five meters from Demetri. Demetri can add more tendrils to power the move even after the initial summoning, but it requires twice as much time to add each tendril. The base two tendrils needed for this move have the tenacity of quarter-inch wire rope, but their strength gradually doubles once all five are combined. Remote summoning these require immense concentration and stamina. Demetri scrunches his fingers together to control this move, each finger representing the tendril that is able to be added to the move.

A trap can also be fashioned by charging three shadow tendrils for three seconds. This costs some initial stamina but has no upkeep cost besides the allocated tendrils. The area affected can be any shape but can only take up 15 square meters, causing it to become shadowed. Cautious and clever opponents may be able to spot the difference, but often times it can be missed it in the heat of the moment. The first enemy to cross this area activates the trap, causing the shadow to snap to its target, snagging whatever limb or limbs that came in contact. Over the next three seconds, the tar-like substance spreads across most of the body, heavily restricting movement. Once this is done, the substance hardens, making it harder to break out of, but weaker to damage from outside forces. Those with physical strength and higher attack can usually break out within one or two seconds, but weaker primes and secondaries that don't have either will have to take about eight seconds to fully break the mold on their own. Most fall in-between these two. A few medium attacks from an outside force will easily break the mold. Demetri will spread out three fingers over towards the area he wishes to create the trap. Remote summoning this does not greatly increase stamina cost.

A shield can be quickly fashioned in emergency situations if Demetri feels the need to block a devastating attack. To do so, Demetri must completely stop in place and cross his arms, using four tendrils on one hand to summon a gelatin-like barrier in front of him in a half second. This shield is one meter wide by two meters tall with a completely black opacity and can block a large amount of damage. They are stationary and cannot be moved until dispelled. The stamina needed to create this is enough to make Demetri catch his breath for a moment but costs nothing to maintain.

Demetri can fashion all five of his tendrils on hand for very brute force application. It takes three seconds to fully summon a pillar-like form of his shadow magic, in which Demetri opens his hand before making a completely clenched fist. These meter wide monstrosities take great effort and focus to maintain, and Demetri cannot use his full speed when using at least one shadow pillar. They are summoned from one location and sprout out from there to a maximum of five meters.Once used, Demetri must open his hand again to take another swing, clenching his fist once more. The pillar will disappear, but not be dispelled, and be summoned once again for use. After its initial summoning, only a second is needed in between swings. This is greatly tiring, and Demetri can only take about ten good swings with this before he is completely out of breath. Alternatively, he can hold down one and pin his opponent for a maximum of thirty seconds with one pillar.

[/spoiler]
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Move Approval V - by Jade Harley - 09-08-2017, 08:03 PM

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