02-16-2018, 01:11 PM
(02-16-2018, 08:11 AM)Dane Regan Wrote:(02-16-2018, 12:15 AM)The Future Warrior Wrote: [spoiler]I come bearing more moves for the future.
Candy Beam -- 300 OM (Requires: Ranged, Debuff)
In a process taking ten seconds, Graowr focuses energy into the tip of her index finger, which generates a visible, brightly glowing bubble of energy, just two inches in diameter. During the charge time, she may move as normal to evade attacks and use regular melee techniques to attack or distract a foe, but anything more taxing will disrupt her focus, as will a solid hit from an opponent. When the necessary energy is charged, it can be held for up to 30 seconds before dissipating. When fired, it produces a bolt of pink lightning, reaching about ten meters, crossing the distance at the speed of a bullet. Should it strike a target, they will be briefly paralyzed, as lightning arcs across their body in an extremely painful process, though any damage done is negligible, at best. After two seconds of this, they will be engulfed in a cloud of pale pink smoke, and then transformed into some sort of candy. It may range in type and size, depending on the original target (generally, a larger creature will be a larger form of candy, and vice-versa), but they will always be very small, able to be held in one hand fairly easily by a person of average human size. While in this state, the target still retains fully aware of their surroundings, but in their candified state they are much weaker and more vulnerable, losing access to much of their fighting capability as it is much harder to move or do much of anything when you are candy, as may be expected. Some powers (Flight, Enhanced Senses, Telekinesis) can help with this, and some moves which don't rely on weapons or any specific body parts can even still be used to some extent. The effect on its own lasts for 15 seconds, and diminishes by 1 second for every point the target's (DEF+TEC) is higher than Graowr's (ATK+TEC). While the attack is still in effect, it cannot be used on another target. Using it is actually fairly draining, making it good only for one or two uses in a fight.
Super God Fist -- 300 OM (Requires: Physical Strength, Debuff, Burst Movement, Flight)
Graowr charges energy into one fist for two seconds, which generates a bright glow of firey red-orange around it, almost like a glove of energy just half an inch or so bigger than her actual hand. While charging, she cannot perform any other actions, devoting her full focus to the attack, and a solid hit can break her charge. When ready, she bolts toward her target, covering a distance up to 20 meters, going from a complete standstill to maximum speed in an instant and closing in on her target to deliver a lightning-quick punch with her energy-charged fist. It not only hits like a sledgehammer from the punch itself, but the gathered energy crashes over them to deliver a stunning, inordinately painful blow that can completely floor a target, knocking all the air and fight out of them to crumple them to the ground, if only for a few seconds. The effect tends to knock an opponent flying, leaving them to crash and roll along the ground completely out of breath for up to five seconds, subtracting one second for every point of DEF greater than Graowr's ATK. The simple, straightforward nature of the attack not only makes it fairly easy to see coming after the first time, but makes it fairly lax on energy consumption, letting it be safely used several times in a fight provided she doesn't go too crazy with it.
Ill Bomber-- 300 OM (Requires: Area Attack, Disassemble, Flight)
This technique involves Graowr gathering a huge amount of energy into her entire body, making her aura go crazy, flickering and dancing chaotically and making her body shine with a bright glow. It takes ten seconds, during which she must remain stationary and devote her focus to it, but only powerful attacks or a significant number of weaker ones can disrupt her charge. When prepared, she will rush her opponent to tray and grapple or latch onto them in some way, and then let the energy loose all at once in a huge explosion, seemingly blowing herself up in the process to take her enemy with her. The resulting explosion has a radius of five meters, making it a fairly sizable blast, and a significantly powerful one. Instead of actually blowing herself up properly, Graowr uses the blast to blow herself into her disassembled state, as wisps and clouds of dark blue smoke. In the aftermath of the blast, she will slowly pull herself together and reform over the next ten seconds, allowing her to sometimes get off a surprise attack against her recently exploded foe. The attack is, however, quite draining to use, and she doesn't get off completely free of injury, considering she does blow herself up to use it, so it's best only used once in a fight.
Form of the Nail -- 300 OM (Requires: Physical Strength, Debuff)
A fairly simple attack, but an effective one. Graowr focuses her energy and strength over two seconds, then launches herself at a foe. She leaps up, over them, and commences a quick series of punishing strikes, hammering them down one after another with as much force as she can muster. While the attacks are of course painful, their real purpose is to smash and drive an opponent into the ground, embedding them in the earth. The full sequence takes 12 strikes to perform, at which point the target will be buried up to their neck in the ground. Repeated blows to the head in such a fashion also leave the target dazed, for several seconds (a base of three, minus one for every point of DEF they have greater than Graowr's ATK), after which they can begin to extricate themselves. Given they are in a perfectly them-shaped hole in the ground, it is somewhat easier than it might otherwise be, though will still take some time. The energy consumption is fairly low, and given the number of blows involved to properly execute it, it can even be interrupted, making it a risky ploy to utilize, but effective if it can be pulled off.
Burst Jump -- 300 OM (Requires: Ranged, Area Attack, Super Jumping, Burst Movement)
More of an emergency counter move and a 'panic button' than anything else, when she's pressed Graowr can rapidly leap backward or away from the source of her worry, covering about ten meters worth of distance, and let fly a burst of energy toward the object of her concern, taking the form of several small bolts of energy -- about two dozen of them, each the size of a bullet, and pelting the general direction of her current target. They are not very powerful, and even against weak foes they will likely do no more than superficial damage, but do tend to produce inordinately large explosions and smoke clouds to buy time for a quick backup, to retreat and catch a momentary breather. The energy cost matches the damage of the technique, and is fairly minimal.[/spoiler]
I don't think some of these moves really require flight - just that flight could be used at the same time. So they could be approved without the power.
Candy Beam:
>To clarify, the process is painful, but is it particularly damaging?
>Why would this solely operate based off ATK? And not ATK/TEC vs DEF/TEC?
Super God Fist:
>Roughly how far, or for how long, does Graowr dash? (i.e. up to 20m, up to 1 second at max speed, etc.)
Ill Bomber:
Awesome, approved.
Form of the Nail:
Approved
Burst Jump:
>I'd add Super Jumping as a prerequisite since you're leaping back. Unless you meant for it to be a shallow dash along the ground.
>Roughly how far back does Graowr jump/dash? Or just, "as far as she can in about a second"?
Yeah, Flight isn't required for them per se, it's mostly just to remind myself and let others know that it can be used with them, not just limited to ground-based usage. For transparency and such.
Knew I was missing out on a couple details. :psy: Also good point about the debuff workings on Candy Beam. Changes and clarifications added to the original moves in the quotes, bolded for easy finding.

