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Aquamarine (Alt. for Abyss)
#1
[Image: Ck9gznR.png]
Character name: Aquamarine

Character source: Steven Universe

Character history:
Before coming to the Nexus, Aquamarine was a high-ranked Gem in the Gem Homeworld's hierarchy, working directly under Blue Diamond and Yellow Diamond to retrieve humans for Pink Diamond's Zoo, bringing along a Topaz in tow. During this mission she was able to capture multiple inhabitants of Beach City, and after interference from the Crystal Gems and Steven Universe, she only managed to keep hold a human named in Lars, though she was also able to capture Steven after a fierce battle, after he claimed that he was Rose Quartz. After some complications on the way to Homeworld, Aquamarine was able to successfully bring the humans to Homeworld, Aquamarine eventually waited for the Diamonds to send her on another mission.

It was during this waiting when she was sent to the Omniverse by Omni, which managed to unnerve her greatly since she had no idea on what was going on, or how she would get back to Homeworld to report her Diamonds. After some internal thinking, she decided to look around for answers by looking for a place with advanced technology, so that she would be able to learn on how to get home.
Stats:
ATK: 3
DEF: 2
SPD: 0
TEC: 5

Starting Proficiencies:
Ranged Proficiency (1000)
Area Attack Proficiency (600)
Buff Proficiency (400)
Debuff Proficiency (1000)

Starting Powers:
Basic Telekinesis (400 OM)

Starting Moves:

Wing Flap (300 OM, Requires Ranged, Area)
Aquamarine's water wings are not just for show, and while she cannot use them to fly in the air or even hover, she can flap them very quickly to create a gust of wind to hurt opponents. The Wing Flap creates a gust of wind that affects everything in a 15 ft cone in front of Aquamarine, which is able to push opponents away at 30MPH as well as being able to lightly damage them. While Aquamarine can move while flapping her water wings, she cannot use any of her other Moves while using her wings, and she can only flap her wings for 5 seconds at a time, with her being slightly exhausted after each use.

Tractor Beam Wand (600 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

Boost Ring (300 OM, Requires Ranged, Area Attack, Buff)
Aquamarine uses her wand to create a ring on the ground around 10 feet in diameter up to 50 feet away from herself, which uses technology from Homeworld to lessen the effects of gravity on others. The ring lowers the effects of gravity on both allies and enemies in the ring, and as a result raises their speed in battle by around 20%. The ring only lasts for 15 seconds before returning to the wand, and it takes 5 seconds for the ring to be created, with Aquamarine using up a small amount of stamina to create the ring. While Aquamarine needs to focus to create the ring, she does need to focus after the ring is created, and the maximum amount of rings she can have on the ground is 2. Lastly, if the wand is taken from Aquamarine, she will be unable to use the move, though once she regains the wand she will be able to use the move again.

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Aquamarine (Alt. for Abyss) - by Aquamarine - 07-01-2017, 01:15 AM

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