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Official Move Approval IV
Freezing Water Impact (300 OM)
Requires Debuff, Ranged Proficiency
Aang manipulates nearby water and cools it to extreme temperatures without letting it freeze. On impact, the water freezes, slowing the target slightly until they break off the ice. This effect stacks, each reducing the target's speed by about 10%. Ten successfully landed strikes freezes the target in place.

The attack is a straight-forward shot from point A to point B, unlike the arcing path of Aang's air attacks. The extreme manipulation makes the Freezing Water Impact technique more difficult to use. It takes three seconds to chill the water, but no time to fire or gather it.

The layers of frost and ice are difficult to shake completely. It takes a brief moment (maybe four seconds) and a good deal of strength to break free. (Attack to remove a number of charges in four seconds.)

Aang carries two waterskins, with each skin capable of supplying five uses at most. The number of uses is unlimited if there is a nearby water source. By adding an additional second to the charge up time, Aang can pull moisture from the air to double the total amount of uses. An extra two seconds increases the number of uses infinitely, so long as the environment allows. HE cannot draw on moisture in the Nexus or Desert terrains.



T1 Supermove: Ice Prison
Requires Debuff, Ranged Proficiency,
This is the big brother of Freezing Water Impact. By expending all the water on his person and gathering as much moisture from the air as possible, Aang sends a massive wave of water to swallow his targets. The moment Aang releases it, the freezing water solidifies, trapping the targets in a frozen prison.

The charge up time is ten seconds to gather enough water and chill it, at which time he can still (and is nearly required to) move. However, he cannot attack, only evade. The range of the attack is ten foot squared, and can hold up to five targets at once. The total duration is five hours, but for each target past the first an hour is removed.

Victims are put into a state of extended rest inside the Ice Prison. They come to no harm, and even heal normally inside the ice. They cannot be targeted by any means, until the Ice Prison shatters or melts to release them.

The purpose of this is to capture targets in a non-lethal force to assist in escaping or simply evading.
[img=0x0]http://omniverse-rpg.com/attachment.php?aid=39[/img]


Messages In This Thread
Official Move Approval IV - by Omni - 07-13-2015, 02:17 PM
Official Move Approval IV - by Omni - 08-30-2015, 06:24 PM
Moves PSA - by Omni - 10-30-2015, 05:59 PM

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