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 doesn't 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
Blinding Ball (300 OM, requires Ranged, Debuff, Area)
Aquamarine creates a ball of hard light from the tip of her wand before launching it at her opponent, causing a explosion that is meant to both hurt the opponent and to blind the opponents around him. The ball is around 1 foot in diameter, and can be launched as fast as a bullet at the opponent up to a range of 100 feet. Upon colliding with the opponent, the ball of solid light explodes, causing a medium amount of damage to the opponent and anyone in a 3 foot radius of the opponent from the explosive force, and blinds anyone who sees the explosion in a 30 foot radius of the blast for 5 seconds due to the explosion being extremely bright, including herself if she's within the range of the bright flash.
Creating and launching the ball of light takes a good amount of stamina for Aquamarine, and the ball of light takes 4 seconds to create. Aquamarine can move around while creating the ball, but she must stand still in order to launch the ball of light at the opponent, and if she is hit while charging the ball will explode prematurely. Aquamarine also cannot use her other Wand moves or Wing Flap while using this Move, though she can use other moves while charging. 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.
Empire Cold Gun Prototype (300 OM, Requires Ranged, Debuff)
A small prototype gun based on a cyclotron that was built by the Empire to test if they could create a weapon that could freeze opponents solid so that they could easily arrest them, though the prototype is not as effective as they hoped. This prototype model can be drawn out from Aquamarine's Gem and is capable of launching a 3 inch wide beam of concentrated freezing solution at the opponent, and charging and firing the gun only takes one second. The beam travels as fast as a bullet, has a maximum range of 80 feet, and lasts for 8 seconds in the air before dissolving, but if it hits one of the opponent's limbs, the beam will cover the opponent's limb in the solution, which will quickly freeze the limb for 5 seconds and make it half as effective in combat for that duration, though it will not damage the opponent. In addition, if a beam were to hit a frozen limb, it would refresh the debuff/ Aquamarine does not need to focus while using the move and can use the move with other Moves and while moving, though after firing three beams the gun takes 7 seconds to reload due to running out of solution. Lastly, while using the gun only uses up small amounts of stamina, reloading the gun takes 7 seconds, and the gun draws a big chunk of stamina from Aquamarine in order to reload, which can make the Gem more and more exhausted after each reload, and only being able to reload up to 3 times a day without using up too much stamina.
Super Moves
Blue Aura: Tears (T1 Super Utility, 600 OM, requires Ranged, Debuff, Area)
Using her memories of Blue Diamond and her powers, Aquamarine recreates the sad aura that Blue Diamond can create in order to make everyone around her cry and lose focus. It takes half a second for the aura to be created, and once it is created, everyone within a 50 foot radius around Aquamarine will start to cry, though Aquamarine will be immune to the aura since she is the one creating the aura. Not only will the crying cause anyone to lose focus due to having tears in their eyes, but the crying also lowers her opponent's TEC and SPD by 1 each for one round, split between the opponents in radius. The aura will not be able to affect those using a T1 Super Defense, and will not be able to lower someone's SPD to be lower than 0.
Moves To Be Approved and Purchased
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Freezing Burst (300 OM, Requires Ranged, Debuff, Area Attack, Empire Cold Gun Prototype)
Aquamarine, when in deep problems that even her Traction Beam Wand can't stop, she can turn the power on her Cold Gun Prototype all the way to the highest level and fire at the ground of her opponent in order to trap them. Switching between this mode of the Empire Cold Gun Prototype and the regular version of the Cold Gun takes around 2 seconds, and with the maximum power version of the Cold Gun Aquamarine can fire all of the beams in the gun in a slow 5 inch wide beam that is 80 MPH at the ground of the opponent, causing the ground to freeze up in a 15 foot radius and ensnare the opponent's feet so that they won't be able to move. This move takes 3 seconds to charge and does not damage the opponent, but the move will prevent the opponents in radius of the freezing for around 5 seconds from moving around, though they will still be able to twist their upper body around and be able use Moves while frozen. The beam has a maximum range of 65 feet and lasts until it hits the ground or reaches maximum distance.
Aquamarine has to focus while firing this version of the gun, and while she can still move while charging the gun, she will not be able to use attacks while charging and will not be able to move or attack while firing the Freezing Burst. Using this version of the Empire Cold Gun Prototype will completely empty the Cold Gun, and as such Aquamarine will have to wait 6 seconds for the gun to reload before she can start charging another Freezing Burst or regular Empire Cold Gun Prototype blast.
Water-Gel Bullets (300 OM, Requires Ranged, Debuff, Area)
Holding out her water wings at their maximum length, and after focusing for 4 seconds, Aquamarine begins shooting various needles made of water from her wings. Much like her Wing Flap technique, this move also hits everything in a 15 foot cone in front of her, but unlike the Wing Flap, Aquamarine sends out many small, bullet sized drops of water to hit her opponents. These water bullets travel at 50 MPH, and when they hit, they quickly harden into the form of a soft gel, which minimally damages the opponent, and also weighs down and slows the opponent for 5 seconds. The technique creates up to 100 of these water bullets, and Aquamarine can move around and use her wand moves while charging and firing this technique, but using this move ends up wasting a substantial amount of stamina, and will cause her wings to wear out and disappear for the day if she overuses the technique, preventing her from using moves involving her water wings.
Holo-Aquamarine (600 OM, Requires Remote Control, Ranged, Ranged Materialized)
Aquamarine creates a holographic copy of herself from the Gem on her face, and sends it out to try to distract the opponent. Aquamarine can create multiple Holo-Aquamarines one at a time after a second anywhere in a 50 foot radius, though for each Holo-Aquamarine it takes a decent chunk of Aquamarine's stamina to create, and she can only have up to 3 Holo-Aquamarines up at a time without falling unconscious due to using too much energy. The Holo-Aquamarines have access to all of Aquamarine's Movement Powers (Though they cannot use any of Aquamarine's Moves), Aquamarine can freely move each of the Holo-Aquamarines one at a time, and she uses it to primarily trick opponents into hitting the Holo-Aquamarines while she or a ally can charge up a attack freely. If a opponent tries to hit one of the Holo-Aquamarines, the attack would just phase through the hologram harmlessly.
The Holo-Aquamarines only last 15 seconds, the maximum range that Aquamarine can control the Holo-Aquamarines is only 50 feet, with the Holo-Aquamarines dissipating if sent any further, and while Aquamarine can use other moves that do not require concentration while using this move, she must stay still while controlling the Holo-Aquamarines. Lastly, those with Enhanced Senses or Insight can freely see through the ruse.
Imperator-Class Titan V1 (T1 Powered Up Form, 1000 OM)
ATK: 5
DEF: 6
SPD: 3
TEQ: 1
The Machine Spirit AI Chip on Aquamarine's body takes over and manifests a physical and shorter version of a mechanical beast that it was once a part of before being sent to the Omniverse, known as the Imperator-Class Titan according to the AI. This titanic mech stands tall at 8'10" and weighs about 600 pounds, and is made of a terracotta-like steel that not only allows it to endure many blows, but also allows it to withstand extreme heats and the vacuum of space with ease. The only problem with this mech is that it is hard to control, as the machine is generally complex even for the AI Chip.
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