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Official Move Approval IV
Upgrading Soliton Blast for delicious variable chargeability.

Original, approved version

Quote:Soliton Blast: Requires Ranged Attack Proficiency - (300 OM)

A very crude, but still potent, psychokinetic force-bolt, with an effect similar to being struck by a bowling-ball swung hard by a very strong man (That is, one with Kelly's ATK). It's a primitive and inefficient technique, more raw will than finesse, so using it is tiring, and Kelly can only do it three or four times in a row before he starts to feel seriously fatigued. After charging for two seconds, the bolt, which looks likes a tennis-ball sized distortion in the air, is fired from his hand and travels in a straight line, as fast as an arrow, for up to sixty meters.  It can be used while moving, and Kelly can charge it while defending himself, though doing the latter splits his focus and is equivalent to a momentary minus-2 to TEC. The charge-up can be interrupted by a sudden distraction or a solid blow.



New version seeking approval:

Soliton Blast: variable, requires Ranged Attack Proficiency - (600 OM)

A somewhat refined psychokinetic force-bolt, with a variable potency dependent on charge time. Regardless of charge time the bolt, which looks likes a tennis-ball sized distortion in the air, is fired from the hand and travels in a straight line, as fast as an arrow, for up to sixty meters.  It can be used while moving, and Kelly can charge it while defending himself, though doing the latter splits his focus and is equivalent to a momentary minus-2 to TEC. The charge-up can be interrupted by a sudden distraction or a solid blow.

The charge time is variable between zero and eight seconds, with power levels and incurred fatigue gradually increasing between the following benchmarks:

NO CHARGE - It can be fired instantly, at a rate of one bolt per second, in which case it's effect is no greater than a well-thrown punch (ATK) and has little effect on Kelly's energy level.

2 SECOND CHARGE - If Soliton Blast is charged for two seconds, the effect is similar to being struck by a bowling-ball swung hard by a very strong man (That is, one with Kelly's ATK). At this level, using it is tiring, and Kelly only do it three or four times before he starts to feel seriously fatigued. 

FIVE SECOND CHARGE - At five seconds of charge time, the blast is much more powerful than it's two-second predecessor, more like the concentrated impact of a large blunt weapon, such as an eight-pound sledgehammer. The stamina cost increases accordingly, and it can only be used twice in succession without rest.

MAXIMUM CHARGE - At it's maximum charge time of 8 seconds,  the force-bolt is truly potent, like a blow from a fifteen-pound maul with the momentum and centrifugal force of a full 180 degree overhead swing behind it - suitable for splitting logs or breaking large stones in the hands of a strong man, and much more in the hands of an unusually powerful one (Again, ATK). At this level of power, Kelly needs to rest for fifteen seconds after using it, able to take no action other than simple evasion (stepping, retreating, or diving - no rolls or anything sophisticated) and conservative physical defense (basic blocking, no counters, none of his usual technical flair) and will be tired and somewhat error prone for the rest of the fight (effectively -1 TEC).


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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