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Official Move Approval IV
Some basic psychic moves and a power-up for Kelly down the road - two of which will also be for Isolda van Harnburg, a less technical psychic NPC I'm putting together to make Ghidorah's life yet more complicated. For the NPC I'm going to give them different names (and different flavor), but they'll be functionally identical save for appropriate character-name-swapping in the descriptions. 


Vector Impulsion:  Requires Ranged Proficiency,  Ranged Materialize Proficiency, Area Attack Proficiency, Debuff Proficiency, Advanced Telekinesis, 3+ ATK - (900 OM)

By using his psychokinesis to temporarily warp space and create a set of persistent force-vectors within a specific area, Kelly can effectively alter the direction of gravity within a column up to seven meters in diameter and 30 meters long (minimum area 2 meter radius by five ten meter height) and/or enhance its pull. The column may be oriented in any direction within 3-dimensional space - vertically, horizontally, diagonally, whatever seems most effective at the time. Once active, anything within the effected area will 'fall' in the direction he has chosen until it either reaches the end of the column of warped space or collides with a free-standing object sturdy enough or large enough to remain upright within the column - the surface of which will be the affected object or person's new 'ground' until the effect ends. The column of warped space persists for five seconds, plus 1.5 additional seconds for every additional second of charge. Creatures with Master Acrobat or a  TEC of 3 or greater may be able to reorient themselves enough to minimize the disorienting effect of the sudden shift in perspective, but unless they have flight that won't stop them from 'falling'. 

In order to use this move, Kelly must charge it for a minimum of 2 seconds, during which time the air in the area he has selected will ripple like a desert mirage. While charging, he's limited to purely defensive actions  (blocking attacks with his staff, for example), cannot use other non-item moves, and suffers a -2 to TEC for any purpose not related to using Vector Impulsion. The charge can be interrupted by a solid blow.

The affected area must be be either within Kelly's line of sight, or the range of Kelly's enhanced senses.

The strength of the pull Vector Impulsion creates is dependent on Kelly's ATK. At 3, it's equivalent to one normal gravity, but it goes up by 1 G for every two points of ATK, meaning that at 5 a person's 'fall' would accelerate twice as fast as normal, 3 times as fast as normal at 7, etc.  Kelly may make create a weaker vector if he wishes ( A 1 G pull when his ATK is powered up to 5 for, for instance).

Alternatively, by using Vector Impulsion to enhance the normal pull of gravity rather cancel and redirect it, Kelly can create a zone wherein an additional 1 earth-gravity (At 3 ATK , +1 G per 2 additional ATK, as with other uses of this move) pulls groundward, making movement difficult. Creatures with an ATK  less than Kelly's by 1 or more will probably become pinned. Creature's with Higher ATK may be still be able to move with difficulty (if their ATK exceeds Kelly's by 2 or more, or if they possess flight and a SPD stat greater than Kelly's ATK , they can be considered practically unhindered).

The effects of vector impulsion are fixed in place - any creature that leaves the affected area while the attack is active is no longer effected. 

Regardless of the area affected, this attack takes a lot of power to execute - using it is equivalent to maxing out while weightlifting - and leaves Kelly unable to use any non-item normal move for fifteen seconds.

Kelly is not immune to the effects of Vector Impulsion. If he enters the affected area, he must contend with them as well. 


Personal Space: Requires Telekinesis, Area-Attack proficiency, 3+ ATK - variable (600 OM)

If Kelly needs a little breathing room, he can use his psychic powers to create some. He can do this in two ways. 

Version 1: By focusing intensely, he can generate an instantaneous telekinetic shockwave, invisible save for the wave-front of dust it produces at ground-level and the effect it has on anything in its path, expanding spherically outward to a range of about three meters before dissipating (Force decreasing proportionately after first meter of distance from Kelly's body - one meter= full power, two meters = 50% power, etc.). This shockwave isn't designed to be damaging - rather, it's like being shoved extremely hard (Kelly's ATK score) - potentially knocking less sturdy enemies off their feet and forcing tougher ones back to a less-threatening distance (Enemy DEF score). As generating the shockwave requires Kelly to muster a lot of force extremely quickly across his entire body, it puts a great deal of strain on his energy reserves. This version can only be used once per fight. 

Version 2: The second use of Personal Space is more powerful, but riskier in the heat of battle. By charging the attack for four seconds, Kelly can increase the power of  the shockwave to the point where its genuinely dangerous - capable of breaking wooden furniture at middle-distance or cracking marble at close range (or more if his ATK score goes up). This version of Personal Space  has a slightly increased range - four meters instead of three, and the drop-off in power begins at 1.5 meters instead of 1 meter, though otherwise the same rules of distance-ratio and effectiveness apply. Kelly can charge it while doing other things - moving, or even fighting, though attempting the latter splits his focus and effectively reduces his TEC score by 2 for the duration of the charge-time - and the decrease becomes -3 if he's trying to use other psychokinetically-based moves (this reduction can't bring his TEC below 0, and he can't take other combative action while charging Personal Space v2 if for some reason it would). The charge can be interrupted by a solid blow. This version of Personal Space can be used more often (once every minute or so, each use incurring mild general fatigue, like running a 100 meter dash), as the charge-time makes it less stressful to perform  - but it cannot be used at all if Kelly has already used version 1.   


Anatomical Psychokinetic Overlay: Tier-2 Powerup - (1500 OM)
With the return of Kelly's higher senses comes a vastly superior casual awareness of his own physical structure. This allows him to synchronize the forces he controls with the biological minutiae of his body to a far greater degree than was previously possible, creating a nigh-flawless vector-construct that compliments and enhances his durability and physical power. In addition to the obvious physical benefits, this higher-level melding of mind and body allows him to move almost as fast as he can think, and grants a glimpse through the keyholes of the locked doors in his head, giving him access to reserves of skill and psychic potency that are otherwise lost to him. 

Related Fluff: When this powerup is active powerful, subtle vector-harmonics react with elements in the air, creating a whispy, gas-like purple-and-blue glow that rolls off Kelly like candle-smoke.   


ATK: +3
DEF: +4
SPD: +2
TEC: +1


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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