08-05-2018, 04:42 AM
(This post was last modified: 08-05-2018, 03:38 PM by Aquamarine.)
Some Ruby Assist Stuff, as well as another few tech, and also a possible improvement to Tractor Beam Wand.
Private Ruby (T1 Assist)
The first Secondary Aquamarine had ever created, Aquamarine can pour her wand's energies into the Ruby in order to boost the Ruby into a fighting-capable form, shown via her eyes turning a white hue and small electric sparks coming from her body. When in this fighting form Ruby is capable of fighting with a weirdly unpredictable fighting style, though her strength leaves little things to wonder. Once Aquamarine runs out of energy to give to Private Ruby however, she reverts back to her base form, before running away like a coward. Like all Rubies, Private Ruby has heat powers, allowing her to heat up her surroundings.
Stats
STR: 2
DEF: 1
SPD: 0
TEC: 2
Red Heat Hammer (600 OM, Requires Ranged, Telekinesis, Ranged Materialize)
A combination technique between Ruby and Aquamarine, Aquamarine creates a iron hammer in the air in a range of 30 feet around herself, dropping it right above Ruby so she can pick it up and heat it with her powers before throwing it back into the air, allowing Aquamarine to use her wand in order to launch it at the opponent at 70 MPH. Once this hammer hits the opponent, not only will they take some blunt damage from the hammer, but the heat will transfer to all over the opponent's body, causing them to take damage from the heat over the course of the next few seconds.
There are a few limitations to this move, mostly in the fact that it takes 6 seconds for the move to charge, with 3 seconds for Aquamarine to create the hammer, and 3 more seconds for Ruby to heat it up. In addition, pulling off this move requires coordination and focus between the two, so if either of them are incapacitated then this move will fail. Both Ruby and Aquamarine will also need to use quite a bit of energy and focus to pull of this technique, so they cannot use other moves while using this move. Lastly, if the hammer is hit by something very cold that is not solid, then while the hammer will still hit, no burning damage will happen since the hammer's heat would have been cooled off.
Glass Tachi (300 OM, Requires Physical)
This is a Tachi that Aquamarine will have made in the Endless Dunes, by heating up some sand thanks to some heavy machinery to the point where it had heated into glass in the form of a sword. This blade is 90 cm long and has a blade width of 7 cm, and Aquamarine usually keeps the sword sheathed behind her back so she can pull it out over the course of a second. When used, Aquamarine mainly uses the blade as a form of self-defense, using the blade to help protect against bladed foes, though she isn't good at physically attacking herself with the Glass Tachi. Due to it's length, after 3 seconds of using Aquamarine must use both of her hands to hold the tachi, otherwise her muscles will recieve too much strain, causing her to drop the blade.
Gravity Bubble (300 OM, Requires Ranged, Debuff, Remote Control)
Aquamarine combines the power of her Tractor Beam Wand and her own water wings in order to create a purple bubble filled with her own gravity power, in order to mess around with her opponents. This bubble is about a inch wide and floats at only 30 MPH, but Aquamarine can easily control this bubble, capable of controlling it in a radius up to 70 feet. Once the bubble pops, the opponents are hit with the gravity within the bubble, causing them to quickly be pushed to the ground, or if they are already on the ground, causing them to be weighed down and slowed by the gravity bubble.
Aquamarine can create up to 3 Gravity Bubbles at a time, they require little focus and stamina to create, and can be created in the course of 2 seconds, which Aquamarine can use other non-Wand moves while charging. Lastly, since the wand is not a physical part of Aquamarine, if it is taken from her she will be unable to use either form of the Move, though once she regains the Wand she will be able to use this move again.
Tractor Beam Wand (900 OM, Requires Ranged, Telekinesis, Debuff)
Aquamarine's wand is usually kept in her hair as a form of ribbon, but when she needs to deal with someone more powerful than she is, she can shape the ribbon back into her wand and use it to manipulate and move others around. With the wand, Aquamarine can lift objects up to 1.5x her normal carrying capacity up to 30 feet in the air, and can freely move them around within a 50 foot radius. When used on another person, while she cannot lift them up into the air, she can try to use the wand to hold them in place, with her being able to hold an opponent in place better the more ATK+TEC she has compared to her opponent's DEF+TEC.
One of the downsides to using her wand is that Aquamarine cannot move or counterattack while using her wand to hold an object or opponent in place, and while she can hold back a opponent for up to 10 seconds, it requires the wand to have a cooldown for 30 seconds before she can once again hold down a opponent, though she can still use her wand to move objects. Lastly, since the wand is not a physical part of Aquamarine, if it is taken from her she will be unable to use either form of the Move, though once she regains the Wand she will be able to use this move again.
Upon fully fixing the wand, Aquamarine has also added a rather unique function to the wand, allowing her to slow down her opponents rather than stopping them. Like it's regular function, it works better the more ATK+TEC she has compared to her opponent's DEF+TEC, but rather than stopping them completely, it just slows them down by 50% at a constant rate, constantly draining small amounts of stamina from Aquamarine at a fast rate as she does this. Due to the change from stopping to slowing down however, this not only allows Aquamarine to use other non-wand related moves, but it does allow her to move while she is slowing a opponent down. She can use this for about 30 seconds before she runs out of stamina, leaving Aquamarine extremely tired once the limit is up.
Private Ruby (T1 Assist)
The first Secondary Aquamarine had ever created, Aquamarine can pour her wand's energies into the Ruby in order to boost the Ruby into a fighting-capable form, shown via her eyes turning a white hue and small electric sparks coming from her body. When in this fighting form Ruby is capable of fighting with a weirdly unpredictable fighting style, though her strength leaves little things to wonder. Once Aquamarine runs out of energy to give to Private Ruby however, she reverts back to her base form, before running away like a coward. Like all Rubies, Private Ruby has heat powers, allowing her to heat up her surroundings.
Stats
STR: 2
DEF: 1
SPD: 0
TEC: 2
Red Heat Hammer (600 OM, Requires Ranged, Telekinesis, Ranged Materialize)
A combination technique between Ruby and Aquamarine, Aquamarine creates a iron hammer in the air in a range of 30 feet around herself, dropping it right above Ruby so she can pick it up and heat it with her powers before throwing it back into the air, allowing Aquamarine to use her wand in order to launch it at the opponent at 70 MPH. Once this hammer hits the opponent, not only will they take some blunt damage from the hammer, but the heat will transfer to all over the opponent's body, causing them to take damage from the heat over the course of the next few seconds.
There are a few limitations to this move, mostly in the fact that it takes 6 seconds for the move to charge, with 3 seconds for Aquamarine to create the hammer, and 3 more seconds for Ruby to heat it up. In addition, pulling off this move requires coordination and focus between the two, so if either of them are incapacitated then this move will fail. Both Ruby and Aquamarine will also need to use quite a bit of energy and focus to pull of this technique, so they cannot use other moves while using this move. Lastly, if the hammer is hit by something very cold that is not solid, then while the hammer will still hit, no burning damage will happen since the hammer's heat would have been cooled off.
Glass Tachi (300 OM, Requires Physical)
This is a Tachi that Aquamarine will have made in the Endless Dunes, by heating up some sand thanks to some heavy machinery to the point where it had heated into glass in the form of a sword. This blade is 90 cm long and has a blade width of 7 cm, and Aquamarine usually keeps the sword sheathed behind her back so she can pull it out over the course of a second. When used, Aquamarine mainly uses the blade as a form of self-defense, using the blade to help protect against bladed foes, though she isn't good at physically attacking herself with the Glass Tachi. Due to it's length, after 3 seconds of using Aquamarine must use both of her hands to hold the tachi, otherwise her muscles will recieve too much strain, causing her to drop the blade.
Gravity Bubble (300 OM, Requires Ranged, Debuff, Remote Control)
Aquamarine combines the power of her Tractor Beam Wand and her own water wings in order to create a purple bubble filled with her own gravity power, in order to mess around with her opponents. This bubble is about a inch wide and floats at only 30 MPH, but Aquamarine can easily control this bubble, capable of controlling it in a radius up to 70 feet. Once the bubble pops, the opponents are hit with the gravity within the bubble, causing them to quickly be pushed to the ground, or if they are already on the ground, causing them to be weighed down and slowed by the gravity bubble.
Aquamarine can create up to 3 Gravity Bubbles at a time, they require little focus and stamina to create, and can be created in the course of 2 seconds, which Aquamarine can use other non-Wand moves while charging. Lastly, since the wand is not a physical part of Aquamarine, if it is taken from her she will be unable to use either form of the Move, though once she regains the Wand she will be able to use this move again.
Tractor Beam Wand (900 OM, Requires Ranged, Telekinesis, Debuff)
Aquamarine's wand is usually kept in her hair as a form of ribbon, but when she needs to deal with someone more powerful than she is, she can shape the ribbon back into her wand and use it to manipulate and move others around. With the wand, Aquamarine can lift objects up to 1.5x her normal carrying capacity up to 30 feet in the air, and can freely move them around within a 50 foot radius. When used on another person, while she cannot lift them up into the air, she can try to use the wand to hold them in place, with her being able to hold an opponent in place better the more ATK+TEC she has compared to her opponent's DEF+TEC.
One of the downsides to using her wand is that Aquamarine cannot move or counterattack while using her wand to hold an object or opponent in place, and while she can hold back a opponent for up to 10 seconds, it requires the wand to have a cooldown for 30 seconds before she can once again hold down a opponent, though she can still use her wand to move objects. Lastly, since the wand is not a physical part of Aquamarine, if it is taken from her she will be unable to use either form of the Move, though once she regains the Wand she will be able to use this move again.
Upon fully fixing the wand, Aquamarine has also added a rather unique function to the wand, allowing her to slow down her opponents rather than stopping them. Like it's regular function, it works better the more ATK+TEC she has compared to her opponent's DEF+TEC, but rather than stopping them completely, it just slows them down by 50% at a constant rate, constantly draining small amounts of stamina from Aquamarine at a fast rate as she does this. Due to the change from stopping to slowing down however, this not only allows Aquamarine to use other non-wand related moves, but it does allow her to move while she is slowing a opponent down. She can use this for about 30 seconds before she runs out of stamina, leaving Aquamarine extremely tired once the limit is up.

