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➠ MOVE SET BATON


INS AND OUTS

The purpose of this Baton is to get you thinking about the limits of your character's powerset, and brainstorming moves! Step City has a lot of comicbooky influences, so take inspiration from anywhere. Be as straightforward or wordy or creative as you want! Just remember to stay within the limits of your established Vibe.

Your baton doesn't need Dice Rules, nor does it require art, but if these are things you want to add, we invite you to go for it! Ask questions, brainstorm. Add moves your character is just starting to figure out, or still haven't learned yet... But make sure to check these with a moderator first. If you have a Direction in mind for their progression, brainstorm with us.

Your 'Move Set' can have five, six, ten moves! Each one should have a fun name, a little summary, and anything else relevant--is it tied to a specific dance style? Keep in mind STEP CITY is about ✨dancing✨. How long does it last?

To try and get you thinking about the ins and outs, we've worked on a Vibe Page with the basics of limits, and vocabulary.

HOW TO

With this Baton, you can earn 5 Street Credits.

To be eligible, your move-set will have to be clearly posted on your character's RPR. Then, post a copy of your character's move set here. We'll check it over, and award your character their five free Street Creds. You can only get this once (per character)!

EXAMPLE MOVES

There is no set 'format', but if you're looking for ideas, here's some basic setups!
Vibe Attribute wrote:
LINDY HOP SUMP
🛡️ Defensive
You need two! Grab your partner and lindy hop until you can't move no more--any elemental or non-physical attacks thrown your way can be absorbed between you, inflicting no damage for the duration! As long as you don't get tired.
Vibe Attribute wrote:
ONE-TWO ICE TAP
🧊Ice
Tap tap tap--every step you land successfully, a snowflake blooms out from your feet. The faster you go, and the more you build vibe, the ice spreads until suddenly everyone is scrambling for purchase!

EXAMPLE BBCODE

If you want it! Not required, of course. Jaunty images also accepted, or any fun format--as long as it's easy to read!

Code:
[quote=Vibe Attribute][font=impact][size=4][i]Attribute Name[/i][/size][/font] Element, or Type (if relevant!) Description! Long, short, Dance Style, Effects...[/quote]
✦Mr. Distortion✦ wrote:
☽✦THE EXPERIENCE✦☾
👁️ Illusion
(Special)
Effect: Sensory
With the righteous riffs of the cosmic axe Ego Death, Kazdram chooses a target to be gifted with the Third Eye and a chance to become a part of The Experience. Once affected, the target(s) is now part of an elaborate Illusion, immersed in the sounds and images.
Note: This can also extend to any targets in range. The status can be broken by attacking Kazdram, or having a strong mental foundation.

☽✦BAD TRIP✦☾
🧠 Illusion
(Attack)
Effect: Physical
Wild disco paired with aggressive riffs from Ego Death causes the target to be influenced to attack their allies, or the first person other than Kazdram.

☽✦ENDLESS FEEDBACK✦☾
🎸 Illusion
(Attack)
Effect: Auditory
Malicious intent from the Vibe wielding rock star in the form of the target being deafened by a screeching feedback noise.

☽✦FUGUE STATE✦☾
😵 Illusion
(Status)
Effect: Dissociative
When the void embraces you. The target forgets where they were, who they are, what they were doing. Targets are free to act (attack or flee) but unless the state is broken, this can last for hours after Kazdrams illusion is dispersed.

☽✦A BRUSH WITH EGO DEATH✦☾
💥 Melee
(Attack)
Effect: Physical
Batter up! Kazdram wields the vibe guitar Ego Death as a melee weapon. This is usually always in defense, Ego Death is not harmed by regular constructs, but can be broken when faced against other vibe entities.

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Fright Form
(Self)
Harpur takes on a black, shadowy nightmare form that can change subtly based on the fears of the person he's closest to (if he's focused on them). It's a terrible, grinning thing and often has long jagged claws and multiple limbs. It can interact physically with the world around it and is very difficult to see in the shadows or the dark aside from its eyes and teeth. This form is involuntary activated when using his aura effects at greater strengths. It has been not so lovingly named 'StageFright' by its surviving victims.



Barrage of Torment
(Single Target)
Barrage of torment is Harpur's most powerful move, but his most risky and costly. In order to use this he must charge up a considerable amount of vibe energy and then unleash it all at once upon a single target, Dread Disco, Deep Funk, Cha-Cha Charmer, Hysterics Hustle and Funky Freakout all activate at the same time. It's powerful and overwhelming for the human brain to receive, in worst case scenarios if the victim is subjected to it for too long they may suffer cardiac arrest. Harpur must keep dancing energetically to maintain the strength of this effect. If he stops, is interrupted or runs out of energy he loses all vibe needed for any further moves and is exhausted. This means Harpur is out of the battle for a while until he can recover.


Dread Disco
(Aura)
Aura of dread, makes those around him feel like they're going to die or that something otherwordly might be hunting them. They basically feel like they're in their worst nightmare scenario and become sweaty, twitchy and paranoid. Utterly freaked out. Some may respond to this by freezing up and being unable to perform.


Deep Funk
(Aura)
Aura of hopelessness, people who succumb to this will feel like nothing is worth it. They'll stop trying to even escape danger.


Hysterics Hustle
(Aura)
Aura of hysterics. Ramps up the affected victim's emotions to painful extremes. They cannot stop laughing or crying (or both) until they can fight off the effects.


Cha-Cha Charmer
(Aura)
Aura of compliance (cannot be used for seduction because the player won't do that shit), This aura makes the victims more willing to assist Harpur, useful in swaying the decision of business deals or passing through enemy territory.



Funky Freakout
(Aura)
Aura of paranoia. Makes the victims untrusting. They might hear noises and see things out the corner of their eyes. They may think that everyone is out to get them and see betrayal in everything their friends do.


Offbeat Upbeat
(Aura)
Harpur's likely doing a dance not typically associated with disco and consequentially he's exuding feelings of hope and confidence. People around him may feel like everything's going to be fine, that thing getting them down? they can totally get through it, they're strong enough! this is a *great* feeling and if it were for some reason used in combat it'd give *everyone* on the field a hefty morale boost and not[/list]hing more. Certainly might be good if one were to give a rallying speech beforehand, however!
Primary Attribute wrote:
Waggle Dance - The Beehive
⬡ Effect Field Generation
Effie gets a show started! With a little effort to build up some charge first she can lay down a domed energy 'stage' lit with glowing hexagonal cell patterns of wavering honey gold. The perimeter is a barrier that cannot be crossed without a little effort and/or applicable vibe (energy users will likely be able to 'push through' without much difficulty). It has limited size depending on charge, but is typically adjustable from 'personal bubble' to 'full stage'. The sound is amplified inside, the field acting as both conductor and amplifier. It's necessary for her to perform any support abilities as a proper control space. This field is essentially an expansion of her personal area of effect that is always there: she must always be inside herself and cannot make external or secondary fields. It requires fairly consistent charge to keep maintained: a few minutes of no activity and it'll fade away.
Secondary Attribute wrote:
Special Effects
✨Effect Field - Stage Conditions
A passive effect of The Beehive, the dome will create largely aesthetic ambient effects informed by the nature of the performance(s) and performers within the field. It will be informed by whoever is giving off the most energy at the time and thus most tapped into the field, fluidly shifting effects from individual to individual between traded movements. These effects include conditions like fog, rain, confetti, prisms, gloom, etc. that reflect the mood of the focal performance and the nature of the vibe providing energy. The Beehive will provide small emotional buffs and debuffs depending on how one enjoys or conversely dislikes the ambience (almost always a plus for the performer). The appearance of effects will be maintained as long as there is ambient energy to inform The Beehive.

__________
_______________________________________
BUFFS
Tertiary Attribute wrote:
Power Cell
⭐Effect Field - Power Boost
Effie sends a power boost to a specific cell of the hive floor. It will provide a modest power boost and light up the stepper with luminescence in a color appropriate to their vibe.
Tertiary Attribute wrote:
Honeycomb Stomp
🌟 Effect Field - Power Boost
Effie slams an enormous surge of power through the hive. The range depends on her personally built charge and can have much greater range than intended, affecting both friend and foe.
Tertiary Attribute wrote:
Second Sting
💓Effect Field - Recovery
A last ditch effort to help someone about to go down. Effie sends all her reserves into a healing surge and then goes down in their place. This action immediately dissipates the beehive and ends all field effects.

DEBUFFS
Tertiary Attribute wrote:
Buzz Off
↡ Effect Field - Power Interrupter
A neutralizing surge that knocks out some built charge with the potential of cancelling out an attempted move: always involves use of freestyling or backing someone else's diss up. The results are largely dependent on the efficiency of the insult, hitting harder the lower the mental defenses of the challenged drop.
Tertiary Attribute wrote:
Flight Path
↝ Effect Field - Power Scrambling
An interference technique that allows for vibes to function properly only within select sweet spots within the honeycomb grid. It won't take too much work to figure out where one needs to dance: the 'active' cells will glow, but can be made to move if she maintains a background performance. A clever stepper will realize they're moving in time to her beat and must follow a mirrored path on their side of the stage!
Tertiary Attribute wrote:
Royal Jelly
⛚ Effect Field - Time Dilation
A wildly energy draining technique that requires Effie to continually perform for the duration of the effect: time in the beehive is slowed down to a crawl for everyone except herself and more specifically the cell she is she's standing in. A single partner can join her in this space unaffected, but they must stay together in paired dance.
👮Tap Trap👮
(Target)

As an ex-officer it’s no wonder Donovan has some expertise in restraining people, especially when he performs classic/swing tap! His restraints formed of golden energy are strongest with tap and can come in various forms, lassos, cuffs, ropes, etc. These are incredibly hard to break out of unless someone were able to absorb or cut through them with an energy vibe of their own.

Attract The Worm
(AOE)

Donovan can use Rhythm Tap to most effectively create platforms beneath peoples feet, including his own. He can do this with any dance, but rhythm tap gives him the most control. These can be moving or static, moving of course take more energy. These can be used as aesthetic stages for performances, creating battlegrounds or even simply giving him control over the battleground. He might even want to create moving or shaking surfaces to throw off his opponents but must focus only on doing this. Note: Don can use this ability to travel! As long as he’s dancing on the platform he can move it, like a surfboard of sorts. If he can balance long enough, that is.

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🛡️Swingin' Shield🛡️
(Target or Self)

Donovan can create golden shields or armor to temporarily protect himself or others (or for bashing damage). However, these can be broken and will drain based on the strength of the impacts they’re protecting from. He may have to dance much harder to maintain a shield against a constant barrage, which means it’s not sustainable for especially long periods of time. That said they’re sturdy! For a greater expense of energy, Donovan can cover his entire body in armor but in this time he can only fight hand to hand and takes reduced impact or piercing damage. Once this goes down he's usually quite spent and needs to regain vibe energy before re-entering combat.

💥Charleston Slammer💥
(Target or AOE)

Donovan creates up to 1 larger blunt object or 3 smaller blunt objects to launch at an opponent. These do stunning damage or can even be used to shunt an enemy around. He typically goes for shield-like shapes.

🏏West Coast Whip🏏
(Self)

Donovan can conjure melee weapons for battle, he prefers blunt weapons as he leans heavily into pacifism wherever possible. The energy whip is a favourite, or an energy baton. Only other energy manipulators can pick these up and use them.

🌟The Champagne Charlie🌟
(AOE)

Donovan likes to put on a good show! He can use his energy to emphasize a performance with swirling golden energy or forming harmless shapes like stars, champagne bottles, even temporary props or items of clothing. These are brief things and only serve the purpose of making his dance look good, but they require energy and focus like any other ability.

👊Boogie-woogie Beatdown👊
(Self)

For a strong charge of vibe energy Don can create half a suit of armor either covering his legs, torso and shoulders or shoulders and head as well as a melee weapon. This takes a lot out of Don and lasts depending on how charged he is, but generally spends his vibe energy faster than he can generate it. Donovan risks losing consciousness if he doesn't release the ability before he's completely spent, or at least being knocked out of the battle for a while.
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👻Bedsheet Crazy👻
(Self)

Dante has a ghost form (cold to the touch) that definitely isn’t a bedsheet with eye holes cut into it. He becomes pink, flamey and transparent. In this form he is able to float and pass through walls because he’s intangible. It takes more effort and energy to interact with the material world in this form. He can float a little while materialized by using small bursts of this energy at his heels and hips.


⚱️Polter-Heist⚱️
(Touch)

Dante can manipulate objects with his ghostly powers. The more he trains the better he will get at moving and manipulating larger objects. Small objects he can swirl multiples of around with relative ease, but the larger and/or heavier an object gets the less of them he can move and the more energy it requires. If he were to move something relatively large/heavyweight he may need to materialize in order to put all his ghostly energy into the object. ... You know what this would be great for? stealing.


😵Worldly Possessions😵
(Touch)

Dante can possess someone, as long as he’s already in ghost form. He must layer himself over the victim and take control of their bodies at significant risk to himself. This is an ability that will take time to truly ‘master’ or even get good at. Dante must feel everything the victim does, feel their emotions, hear their thoughts, try to control their vibe and move their bodies all at once. It is a very jarring transition for him and very easy to lose control of. Losing control can mean he’s easily ejected from the body, or loses control inside of it and gets stuck struggling to free himself while the other person takes back their free will. This can hurt all the wrong people in the area if he flies out of control with a new vibe. Critical failure can leave him unconscious too. The victim can always fight for control while possessed.

Note: possession is more effective if his victims are worn down first, if he were to do this in a private setting that could be done through ‘haunting’ and scaring someone first by moving objects around the room.


💫Ghost On The Dance Floor💫
(Self)

In ghost form, Dante can blink short distances, an ability in which he disappears and reappears a small distance away. This can be through walls or objects.


🔥Boo-tiful Phantasm🔥
(AOE)

Dante can spend some of his ghostly energy to make aesthetically pleasing pink, ghostly, flaming wisps around himself. These serve no purpose other than to look pretty.


💀Spirit Boxing💀
(Passive AOE)

When Dante gets close in ghost form, electrical recording devices may become distorted. Screens may glitch out, microphones may fizz and crackle. Certain radios may pick up his voice when he speaks near them.
Kick Ball Bounce
Caleb produces small platforms under his feet with every step, allowing him to elevate himself and move freely over the ground. If he loses his rhythm or stops dancing while in mid-air, the platforms dissipate under his feet.

Shower of Stars
(Passive Attribute)
When in motion, small, semi-corporeal light constructs float off of him and quickly dissipate, usually shaped to reflect his mood. Sparkles and stars naturally, hearts if he's entranced by something/someone, and broken music notes when he's upset.

Samba Barrage
Caleb creates objects, such as hearts, music notes, and stars, to fling at opponents with each flourish. The hearts are blunt, the stars are sharp and slicing, and the music notes depend on whether the note is flat (blunt) or sharp (slicing).

Off the Wall
Defensive
Caleb creates a wall to act as a barrier between him and whatever or whoever he's trying to fend off. The wall has a maximum size of 10 feet high and 10 feet wide, but he can make them smaller for quicker and easier to maintain defense. Enough hits will chip away at the wall, but a powerful enough strike will cause it to shatter.

Reggae Restraint
Binding
Caleb produces a long chain to bind opponents, cut off exit routes, or use as a lasso to pull people or things closer. He has to remain dancing to keep the chain solid, and holding it limits his movement.

Electricity has earned its reputation as an aggro vibe, which initially seems so strange when stacked up against perpetually-chummy, laconic personality of its wielder.

But one tower and one war later, Zeta insists he's all out of aggro.

Zeta is a showman first, and appropriately, his vibe is conjured by dancing and singing. In a throwdown, he's the performer that would generally draw the most attention, and he's utterly all right with that.

All moves are delivered with a splashy, signature green flair, and plenty of sparks, halos, arcs and St. Elmo's Fire.

Vibe Attribute wrote:
THE INNER LIGHT
passive aura; AOE
Sparks. Glowy. This is mood-based to a fault; depending on the stored 'charge' of vibe and the strength of the emotion, he is subject to mischievous sparks when energized or encouraged, and electromagnetic surges with overwhelming emotion. These affect nearby electronics (typically lights) with flickers or strong flares, and nearby bulbs have been known to burst in the rare explosion of anger.

Even at apparent rest, he isn't truly at rest - tiny 'tells' of vibe escape him in rather literal sparks, often visible and animate in his irises.
Vibe Attribute wrote:
HEAR ME PROWLIN'
passive aura; AOE
A curious secondary passive manifests as an electromagnetic aura, which results in his ability to move up, down and across vertical surfaces, or upside-down along ceilings, with a climbing speed equal to his walking speed. (A 'bio-electrical aura')

The ability seems to build when he favors dancing over singing in his performances, and exhausts faster than the 'always-on' light effects.

It helps when a bulb goes out and needs changing. Probably after he popped it with his first passive ability.
Vibe Attribute wrote:
ELECTRIC FEEL
melee; cantrip evocation
A controlled jolt of electricity intended to shock a target Zeta touches; this has a chance to stun or cause paralysis.
optional dice play: 1d8 for lightning damage; 1d4 for immobility
Vibe Attribute wrote:
GIMME SHELTER
evocation
He shrouds himself in animate, brilliant electricity; the ability tends to favor high-energy performances and movements.

It could in theory be used as a shield for himself and anyone that could stand close enough without any ill-effect, or as a combat move - especially should he charge into someone while 'wearing' this shroud - but he'll concede that it just looks really cool, and has worked the effect into performance.

Please don't touch.
Vibe Attribute wrote:
INTERSTELLAR OVERDRIVE
combat evocation
This is an amplified wave effect; he needs a guitar or other stringed instrument as a foci to properly utilize this. A strum produces a strong vibration and an explosive thunderclap of a sonic boom.

This targets all adjacent parties (enemies and friendlies), may boost those with similar vibes and abilities as a(n albeit brief) field effect, and while it deals damage, it is sound-based and does not make contact.
Vibe Attribute wrote:
ALL DOWN THE LINE
combat evocation
He must build up to this over the course of several rounds (or a setlist) and it's often a worthy big finish. When used in combat, Zeta will send an arc of humming, screaming, damage-dealing electricity towards a target, but anywhere from one to three bolts will leap from that target to...anything nearby, whether it's another person or any nearby objects or machines.

A more neutral form of this for the sake of show would require a lot of distance on the part of the audience; far more benignly, the frequency of these bolts can be changed to produce different sounds.


🤚🔥Take My Hand🔥🤚
(Passive)(Special)
Vibe manifesting as an ethereal hand. Nio reacts to the hand as if it moves and interacts independently from him, but it has no real mind of its own and is controlled by Nio’s subconscious. With moderately increased vibe it can interact with physical objects - actions and limitations similar to the D&D “Mage Hand” cantrip.

🔥Calandria🔥
(Buff) (Self or Target)
Nio heats up, generating vibe for himself or a dance partner. (Close approximation to his pre-War Vibe.)

🔥Abrazo🔥
(Buff)(Self)
Nio’s Vibe manifests as a woman of flame as he creates a dance partner in the image of his late fiance, Luciana. Once the partner is active his vibe generates quickly as they are working in tandem.

🔥Fuego Lento🔥
(Attack)(Target)
A slow burn - conserving vibe while still on the offensive.

🔥Fuego Vivo🔥
(Attack)(Target)
A strong manifestation of fire - requires considerable vibe to use and is difficult to maintain.

🔥Flor de Fuego🔥
(Attack)(AOE)
A “finishing move” Extremely large and intense fireball - Once the flower of fire blooms, Nio’s flames are extinguished completely and he cannot attack until he replenishes a considerable amount of vibe.

💋🔥Bésame Mucho🔥💋
(Defense)(Self)
A move used to relight the flame and regenerate vibe after using Flor de Fuego. Allows Nio to recover enough vibe to create a temporary shield, protecting him to facilitate further vibe recovery. The shield protects Nio primarily from physical touch. Less flammable projectiles/vibe manifestations may be able to break through the shield with relative ease although some may suffer considerable damage from the heat of the flames before reaching Nio.

All flames have standard weakness to water based abilities, cannot be created in an environment void of air, and may be weakened or have difficulty starting in locations without access to proper fuel and/or unfavorable conditions. (Wet ground, too much wind, etc.)
☀️Light Control☀️
Hide’s Vibe allows him to absorb, remove, manipulate and replace the light around him. It is primarily activated through Swing dancing (and occasionally ballroom dances). This can be done with artificial light as well as natural light, but most Vibe effects are considerably more potent when natural light is used, particularly on bright, sunny days or nights with bright moons.

This Vibe gives him a natural “glow," sometimes stronger than others. If he remains inside without natural light for too long, or on dreary days, he can appear tired or sickly. Depending on the length of time, changes in appearance can look anywhere from a general lack of sleep to something like a bad flu.

💡Let's Call The Whole Thing Off💡
Hide absorbs a nearby light source and uses it to phase to another existing light source, lit or unlit (if unlit, it becomes lit). He can move 15 feet in this way, up to three times (on a big vibe charge). If a certain amount of additional vibe energy is used, he may be able to take a single additional person with him. (If the character does not consent, dice rolls may be used to decide on the success of the grapple.) He cannot pass through solid structures that would normally block light in this way. He may pass through windows, but it can be painful and come with its own drawbacks, depending on the situation.

🌙Late Night Swing🌙
Hide gathers the light around him to cast a room or certain AoE into darkness. In this darkness, a slight glow from his freckles may be seen if he’s nearby enough. Additionally, if he chooses to use any combat move in the darkness, the use of light may give away his location. Hide can see all shapes and figures in this area of darkness, which appear as though they are outlined in a faint, golden light. This does not apply to darkness which is not created by Hide himself.

🌹Dancing Cheek To Cheek🌹
Hide manipulates the light around him to form a similar or same-sized humanoid figure made of that same light. He can choose how the figure looks, but it cannot act independently from him. The figure cannot cause harm or interact with objects, has no personality, and cannot speak. Hide controls the figure, which he most often uses to partner dance without a partner. He can lift, dip or toss the figure, but the figure cannot do the same to him.

Uptown Lowdown
Hide summons forth a lash of light that coils around a target within 10-15 feet. The light itself does not cause harm, and is not meant to restrain, but will pull the target quickly toward him in a straight line, at which point it immediately dissipates in a shimmery mist. (May be dependent on a dice roll by the other party, or competing rolls between both, unless automatic success/failure is agreed upon.)

💫Dirty Dazzler💫
Hide releases all currently stored light at once in a bright flash, leaving nearby opponents momentarily blinded, dazed or disoriented, provided their eyes are functioning normally at the moment of the flash. He must take time to restore Vibe energy through dance before he is able to offensively attack again after this.

☀️🎻Puttin' On The Ritz🎻☀️
Hide’s specialty. He summons forth the glowing outline of the four strings on a violin. The strings reflect the color and state of the light around him. Hide can lash out at his opponent as he’s dancing, as if the string has snapped. The damage is similar to a whip or slash, and upon contact, there is a shimmering flash of bright light, which may disorient or temporarily mess with the vision of his opponent. As each string is used, the light on it will go dim. When all four strings are used, they will fade away. (Hits/disorientation may be based on dice rolls or consent.)

(Hide cannot generate light, it must always be acquired from an existing source, natural or artificial.)
Anti-Gravity Gravitas
James can lower the gravity of the space surrounding him up to fifteen feet, though it takes a great amount of concentration. He is immune to the effect, but otherwise cannot control who or what gets affected.

Lindy Hop Levitation
One of his more easy-going dances, as it involves a mix of loose, improvised movements and more structured eight-count steps that allow him to levitate himself (and his partner) into the air gradually.

Foxtrot Force
A series of rapid 'trotting' steps creates a gravitational pull or push as James wills it, bringing matter closer or pushing it further away from him.

Bound by Bolero
James increases the gravity around his opponent, immobilizing them by making them too heavy to move. For more drastic measures, he can crush them against the ground.

LWall-Walk Waltz
This move changes the direction of his gravity, enabling James (and his partner) to walk up walls or even on ceilings.
Heads Will Roll
(Passive, AOE)
When Barb enters a new room or area, all targets within range will feel a twinge in their necks that compel them to snap their heads in her direction. The easily distracted or those with relatively weak impulse control are more vulnerable to this effect.

I’ve Taken Classes
(Passive, Self)
Not directly using her Vibe but rather the training it requires, she can perform every FM-approved dance style on at least a basic level. This extends to roller disco and more structured forms of hip-hop. She picks up on time signatures, special moves, and muscles being engaged very quickly. Most classic dance styles will charge and activate her Vibe, but tap will get her there quickest and she prefers ballroom when partnered.

Sore-y Not Sore-y
(Target)
The victim of Barbara’s attention will start to feel physically strained in parts of their body, such as the back, hips, neck, legs. The muscle group(s) affected will ache like the day after an intense rehearsal, but no lasting discomfort once she disengages.

Threw Off Your Groove!
(Target)
Barbara pushes and pulls her target around the floor, completely tripping them up and disrupting their personal dance style. If she times it right, she can interrupt Vibe charging or cut off physical attacks before they land. Stopping the target completely for a few crucial beats, essentially choking them up on stage, is a favored strategy that unfortunately drains her drastically.

Twist and Shout
(Target)
She jerks and tugs her target’s limbs and core just beyond their usual range, creating uncomfortable spasms as she tweaks their movements just so. If the hold on her target is strong enough, she can match their moves to hers exactly for a few counts at a time.

Muscle Memory
(Target)
The target is made to repeat their last move. This applies only to the physicality of the move, and Barb does not have control over Vibes directly. She must choose the move to repeat wisely; if the target was able to charge or release Vibe energy with the movement, there is a chance they’ll be able to pull off an encore if forced to repeat the same action. For this reason, MM can be considered a supportive maneuver if the target is willing. It does not automatically grant the friendly target extra Vibe charge or stamina, but it does create an opportunity for the stepper to push their bodies to pull off one more move.

Rock Your Body Right
(Target)
Taking complete control of the motor functions of her target, she manipulates all large muscle groups and moves the body however she sees fit. She will sync movements to hers when she has no separate choreography in mind. While the target is being controlled in this way, they can still engage their Vibe through the movements Barbara dictates, but it will be difficult if dance styles are incompatible. She has no sway over the target’s mind or voice, and some types of steppers will have an advantage breaking the hold. Barbara can get quite carried away and cause severe damage to the skeletal and muscular systems as she pushes the body past its absolute limit. This move requires a full charge and leaves her all but completely depleted.

Local Motion With Me
(Partnered)
As a partner, Barbara is more concerned with perfecting form and technique, and her muscle manipulation becomes more a method of muscle conditioning for both dancers. Necks will appear to lengthen, spines will straighten, arms and legs will extend attractively, and the physical performance will be greatly enhanced. These effects are temporary, lasting only the duration of the routine or battle, but both Barbara and her partner will pay for it the next day, with tired muscles and joints, headaches, and even sprains.

Barbara’s targeted moves can affect up to 3 people at a time. Each target added reduces the power of her control by one third. Her targets must be living, conscious humans, with muscles developed enough for independent movement.
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Vibe Attribute wrote:
Tune Up
Charged form
As he builds his vibe by tapping or swinging he becomes more flexible. His joints lose their form, his muscles and bones becoming like rubber as he gets bendier and stretchier. The amount that he is able to stretch is limited by his total mass. The charge starts to drain as soon as he is not moving to a beat. So even between steps he will be idly bouncing to maintain the charge.

Passive Effects
Aside from his grayscale appearance and extra set of cute ears he has animated visual and audio accents with no physical effects such as:
Seeing stars/birds | Heart pounding | Bug eyes
Smear frames | Static noise | Awoogas and slide whistles

Swing Me Right Round
Type: Attack or Support
Grab an arm or a leg, he’s not picky. He can become a human slingshot to launch himself or another person like a rubber band. He can also use the environment such as a lamp post to launch off of.

Similarly he can coil his arms around another and turn them into a top, or switch more of a grip spin you out and in like a yoyo.

I Get Knocked Down but I Get Up Again

Type: Defence
Benson can absorb the force of physical blows, bludgeoning type damage. It protects him from permanent damage like bruises or broken bones while he is charged. However every blow drains him of his bounce and leaves him more fragile. He has to recharge to keep up which takes time away he could be doing anything else. Some folks rumor he’s been beaten hard enough to bring color back to him and remove his toonyess completely.

He cannot bounce back from other damage types, cuts, burns or the like. And his inky appearance is water soluble and he avoids it as much as possible.
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🔋Vampiric Touch🪫
(Single Target Touch Attack)
With a small amount of Vibe of her own, Velina can leech the Vibe energy of others through skin to skin contact. She trades a small amount of her Vibe energy to take a larger amount of the target's, and this amount is increased if she can touch an open or bloody wound. The target, when Vibe is taken, experiences a light-headed or woozy effect, obfuscating the extraction of their Vibe to make it feel 'suppressed' rather than taken. The target can still continue to build Vibe like normal after this leeching.

Stolen Vibe degrades more quickly than what is built naturally.

Aesthetics
When Velina is holding stolen Vibe, her eyes glow red. The more she has taken, the brighter the glow.

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🩸Blood Transfusion🩸
(Single Target Touch Boost)
Velina sacrifices a small amount of her own Vibe to transfer stolen Vibe to a partner. This again requires touching her partner's skin with her own, but there is no benefit to contact with bloody wounds. The stolen Vibe is always transferred in its entirety.

Alternate form: Self-Sacrifice
Vel can transfer her own naturally built Vibe to a target, however this is painful for her and results in old wounds opening across her body. The more of her personal Vibe she transfers, the worse off she is.

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🥤Vibe Cravings🥤
(Personal)
The more Vibe Velina has built up without leeching Vibe from somewhere else, the stronger her craving becomes for others' Vibes. If she cannot seclude herself from other Vibe users, the temptation to steal a sip can become overwhelming, forcing her to act on them.

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☢️All In☢️
(Personal)
As Noir’s vibe increases with every back bend or roll of his hips, his appearance changes. His eyes glow and the tips of his hair burn like embers. When his vibe is at its peak, his eyes go completely orange like he is filled with molten rock. His hair takes on a similar appearance of magma, dripping perpetually from the ends.

☢️Hit Me!☢️
(Defense Move)
When he senses an incoming attack, Noir can twirl on the pole or the ground to activate this ability. He creates a bubble of super-heated air around his body. Anyone coming into this shield will risk getting burned. It can also burn up projectiles before they hit.

However, this move incinerates everything around him, which can lead to unstable ground, crumbling ceilings, and melting walls. So, Noir usually only resorts to this move to avoid a death dealing attack.

☢️Snake Eyes☢️
(Offensive and Utility Move)
With a flourish, Noir beckons sensually with his claws. He focuses his vibe on them until they become glowing red hot. He can now use them to attack, slicing through defenses with ease. Also, the hot claws can be used to cut objects to use as a makeshift pole or escape from traps. The effect lasts one turn, or Roll 3+ each additional turn to try to maintain.

☢️Texas Hold Em'☢️
(Utility Move)
This move will stop opponents in their tracks. Noir focuses his vibe on the soles of their shoes, turning them into a tacky goop that sticks them to the ground. The only way to escape is to take the ruined shoes off and fight in your socks for the rest of the throwdown.

☢️Jackpot☢️
(Offensive Move)
A dramatic pose sends Noir’s vibe into overdrive. One nearby object will heat up quickly until it either explodes, combusts, or disintegrates. This can lead to many disastrous effects depending on the chosen object.
LuvrGrrrl69 wrote:
*Note: "Touch" includes over clothes as long as it is thin enough.

"Have You Seen Molly?"
MDMA Mass Hypnosis

Attack - Area of Effect (30 feet); Sensory
Eudaimonia is able to choose her target as long as they are within 30 feet of her. Target players must roll a d20 against Eudaimonia, if they roll less than her they succumb to her hypnosis and feel all the effects of MDMA/ecstasy/molly. (Bosses get +6 on rolls, leaders get +10)
If it fails they do not succumb to hypnosis.
Eudaimonia can only use this power once per person per day.
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“Oooh Let Me In Or I’ll Get Physical With You~”
Sensory Scrying

Self & Target; Sensory
Eudaimonia can "hitch-hike" other beings' senses and experience what happens as if they were them. This power grants Eudaimonia with the ability to taste, feel, smell, see and/or hear from others senses. It allows Eudaimonia to experience the world as their target would. Target must be visible when she unleashes this effect.


Target rolls a d20 against Eudaimonia for effect to take place. Higher number wins. Bosses get +6 on rolls, leaders get +10. Target can do saving rolls to kick Eudaimonia out. Varies from character to character. Non-vibe/jamdeaf users have a hard time with fighting back against Eudaimonia's scrying.

Eudaimonia's own body will be helpless while they are using someone else's senses (she idly dances while doing this move to maintain the scry but it is just a small movement in place, to people perceiving her it looks like she is dancing to a tune on her step pods).
Eudaimonia has no control over where target goes and what it perceives.
Can do this 3-4 times a day. Duration of hitch-hike is 2-3 hours max.

“Want To See You Jitter”
Consciousness State Manipulation

Attack; Sensory
Eudaimonia can manipulate, modify and control states of consciousness onto other people, from sleep to different forms of awareness to altered states of consciousness to hypnosis to higher states of consciousness.
Roll 2d6, 1st to hit and 2nd for range of effect
Must be touching the user for effect to take place.
If people have vibes of Indomitable Will/Psychic Shield (highly resistant) and Psychic Immunity (impervious) she cannot effect them.
Only able to use once a day per person.
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“The Difference Between Me And You, Bitch, My Shit Hits”
Hypnotic Wave Emission:

Attack; Psychic Damage
Send out a wave of hypnotic power that repels everything. Roll 2d6, 1st to hit and 2nd for range of effect
Eudaimonia will be exhausted when too much psychic power is used.
Eudaimonia may be overcharged/wounded if too much hypnotic energy is used at once.
Eudaimonia needs control to avoid unnecessary destruction/effects as this power can affect physical objects.
Users of Clear Mind/Control Immunity/Indomitable Will/Psychic Immunity/Psychic Shield are immune.
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“I Won’t Tech-NO For An Answer”
Telepathic Influence:

Attack; Sensory
Eudaimonia can influence the minds of others! Eudaimonia suggests a course of activity (limited to a sentence or two) and using vibe Influences a person she can see within range that can hear and understand her. People that can't be Charmed are immune to this Effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, immolate itself, or do some other obviously harmful act ends the effect.

The target player must make a d20 saving throw and beat a 13. On a failed save, it pursues the course of action Eudaimonia described to the best of its ability. The suggested course of action can continue for the entire Duration (8 hours max). If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

Eudaimonia can also specify Conditions that will trigger a Special activity during the Duration. For example, you might suggest that a Stepper give her Scooter to the first Beggar she meets. If the condition isn't met before the spell expires, the activity is not performed.
If Eudaimonia or any of her companions damage the target, the spell ends.
Must touch a person for effect to take place.
Depending on the absurdity of the request may need to do another saving throw to hit (case by case basis)
Bosses get +6 on rolls, leaders get +10
Users of Clear Mind/Control Immunity/Indomitable Will/Psychic Immunity/Psychic Shield are immune.
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The Body Electric
(Passive, Self)
Dwight is constantly generating a negligible amount of electricity, not more than 5 volts. It's just enough to light up a single LED light with his fingers and to give out sparks and small arcs when he snaps his fingers. It's not nearly enough to shock anyone, nor is it painful.
He may occasionally give small electrostatic shocks, and so before working on any electronic piece of equipment Dwight puts on a metal bracelet he made out of wire, and grounds himself to a metal plate on the floor.
The more Vibe he accumulates, the stronger his accumulated charge will be when it's released. See Thunderstruck below for what can happen at a full charge.


Aesthetics
By default, Dwight's eyes have a yellow sheen. But as he begins to accumulate Vibe, Dwight's eyes begin to glow yellow. At maximum charge they're bright yellow, almost white, like an over-amped lightbulb.





Hi Friend!
(⚡ AOE, 30ft)
"Ping!"

For a small amount of Vibe, Dwight can make a rather large, but extremely weak circular electromagnetic field with a radius of 30 feet, allowing him to perceive every piece of machinery, electronics (and other electrical fields) within that radius, not unlike a bat using its sonar to detect its surroundings.

While weak enough to be harmless and not impede with any machine's proper functionning, it can be detected by Vendys, Robots, sentient machines, and more sensitive pieces of measuring equipment.




Danger! High Voltage!
(⚡ Touch, Attack/Utility)
"Oops! All Tasers!"

Dwight can redirect the electric output of an electronic device or machine he is touching in order to make use of that electric energy. How effectively he can use that electricity depends on a dice roll, and on a crit fail Dwight shocks himself instead. Sentient machines can contest the roll.



GHOST TRICK
(👻⚡ 10 ft, Utility)
"In the end, every machine language boils down to 1's and 0's, to switches turning on and off."

Dwight can project his awareness and send a simple command (turn on, turn off, open door, rotate left, etc) to any piece of equipment within 10 feet, to do his bidding for a duration of a turn (or six seconds in combat). Sentient machines like Robots or Vendies may resist with a dice contest.

Potential Side effect: Dwight slightly dissociates from himself during that turn, his body only acts on autopilot. If the possessed machine is sentient, they remain conscious.




Thunderstruck
(⚡ ⚡ 30 ft, Ranged Attack)
"Hey."

The classic move that one thinks of when they see the words "electricity manipulation". Dwight manipulates a strong electrical current that he generates himself, forming an arc beteeen himself and his target. The stronger the surge, the harder it is to control, and if Dwight rolls a critical fail he will accidentally shock himself.




THE MIND ELECTRIC
(👻⚡⚡⚡ 10 ft, Possession/Utility)
"Doctor, I can't tell if I'm not me!"

A stronger version of GHOST TRICK, where Dwight can project his entire sense of self onto a machine within 10 feet, thus temporarily possessing the machine. He can move the machine at will for the turn, at the cost of his own sense of self. Sentient machines like Bots and Vendies can contest this move with a dice roll if they wish. Is stronger with physical touch.

Side Effects: Potentially dangerous and an extremely unpleasant and distressing experience for all parties involved. Can potentially warp the machine's and Dwight's senses of self. Dwight completely dissociates from his body and perceives the world from the point of view of the machine. Staying too long in the machine will make his body collapse, and as his consciousness is bounced back into his body he will fall unconscious.
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🟣Put a Pin in It🟣
Self, Utility
DC uses a small amount of Vibe to create a ‘Pin’ that manifests as a point of energy that gives off a faint glow. This Pin is created at DC’s center of mass. From this point, DC can spin and rotate freely in all directions as if weightless, though her center will always remain on the Pin. DC cannot move from or be physically moved from this center point without either dismissing the Pin or using Far Traveller. Other Vibe effects may be able to remove her from the Pin, but any physical force just spins her. If they impact directly on the point of the Pin, well, that’s going to hurt DC a lot.

When DC uses Far Traveller, the Pin remains behind. DC can currently maintain four Pins before the newest dismisses the oldest. A new Pin can only be dropped where DC is at the moment; it cannot be ‘cast’ to the distance.

Any motion that DC is in when the Pin is dropped is moved into the orbit of the Pin–that is, if she is falling at terminal velocity and Pins herself, the momentum will travel into a spin around the Pin’s point until the momentum fades or she slows herself, as she has complete control of her speed and direction within her Pin. She is still human, and so a sudden break in momentum in this state can still have negative effects on her body.
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Far Traveller
Self, Movement (30ft)
For a moderate amount of Vibe, DC can instantaneously teleport to any point within 30 ft of her so long as the line is not blocked by any barrier the mass of her body or larger. She does not need to be able to see this point, and can estimate a distance blind, such as behind or above her, or on her blind side. Far Traveller kills momentum on arrival with no ill effects so long as there is no barrier. However, if there is a barrier, she will impact it painfully instead of reaching the distance she intended. Should DC willingly choose to impact another person by using them as a barrier, she would injure herself as much, or more, as the person she impacted. This damage cannot be mitigated without outside assistance.

At the end of the teleport, she can choose to drop a Pin or not (still requires Vibe).

DC can only take herself and light objects, such as her clothes, weapons, and a bag of groceries, with her in Far Traveller teleports. She can use this to break out of being restrained so long as she has the available Vibe and the restraints do not meet or exceed her mass; for example, she can pass through bars or leave shackles, but could not exit a thick blanket of ice coating her.
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Going Home
Self, Movement (40ft)
The exception for Far Traveller’s limits come when DC Goes Home. Going Home is a recall to a previously dropped Pin. DC teleports immediately to one of her active Pins of her choice. The Pin will briefly pulse as DC hones in on it, but the teleport itself remains instantaneous. This requires less Vibe than teleporting to a new location, and is not affected by barriers. It is, however, affected by distance; DC cannot teleport to a Pin from just anywhere. The distance is extended to 40 feet for the Going Home recall, but Pins more than 50 feet away from her blink out of existence and cannot be recovered.
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Aesthetics
Self, Visual
DC sometimes ambiently creates soft, cool-toned lights around her that fade in and out if she sits still for too long. She generally doesn't sit still very long.
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ELIZABETH VOLT KRUEGER
MOVESET

VIBE
Volt's Vibe is Machine Power. She can generate and store energy that she can use to power or manipulate mechanical and electronic devices. Powering and manipulating devices in this way can casue them to act in ways that their contruction might not have accounted for, but if pushed too far, things can break.

SINGING STYLE
Volt's Vibe reacts best to distorted vocals. Her taste in music means that this usually takes the form of harsh, screamed vocals. Though through digital or elecrtonic modulation, she can sing in a more traditional way and gain the benefits of distortion. As her Vibe grows in charge, her voice begins to modulate itself, meaning the higher her charge, the easier it is for her to maintain it.


THE GOOD/PASSIVE


CYBERLIGHT (Passive, no charge)
Volt's Vibe meshes well with bright colours, which can glow like Neon when she focusses on tasks or gets emotional.

OVERCLOCKING (Passive, charge dependent)
As Volt begins to generate Vibe, her bio-electric activity begins to spike, letting her think faster. Each point of charge she has allows her to register more information and have more thoughts in a shorter span of time. Her body is still limited by it's own speed, but her reaction times are improved as well. The only limb that really benefits from this charge is her robotic arm, which can move much faster then her meat arm. As such, she can perform tasks that invlove dexterity and slight of hand more quickly and efficiently the more charge she has. This is both a curse and a blessing, as the charge in her body and speed of thought can casue great pain.

THE BATTERY WITH EXTRA LONG LIFE (Passive)
Volt's Vibe degrades slower then most others: Her stored Vibe energy dissipates entirly within 1 day, rather then 1/2 a day.

REMOTE CHARGE (Passive)
If Volt is hit by an electricity based Vibe, struck by lightning, or electrocuted by a mains or outlet power source, she gains charge. She still takes damage as normal, but can store as much energy as was put into her.


THE GOOD/ACTIVE


NOW YOU'RE PLAYING WITH POWER! (Active/ charge variable)
Volt can expend Vibe charge to power mechanical or electrical devices that need an energy source to work. As long as she remains within 30 feet of a device, she acts as a mains power supply to it at it's maximum voltage without breaking. If the device has a battery, the battery is fully charged. The size of the device in question determines the amount of power needed to power it. A small or handheld device requires one charge, a medium or difficult to carry device requires two charges, a large or stationary device requires three charges, a huge or vehicle sized object requires four charges, and a gigantic or structure sized object requires five charges.

If Volt uses her Vibe on a device within 30 feet of her, if that device is networked to other devices or machines, then her charge can flow through the network connection and power anything on that network as if she were within 30 feet of it. Devices, constructs, and Vibes that block electrical or digital signals (such as a Faraday Cage) can stop her charging devices over networks (but not in person), and a network connection being severed ( hard wired connections or wireless ones) also ceases the charge on the device.

BEYOND THE LIMIT (Active/ power alteration/ no charge)
Volt can cause devices to exceed their usual functions when she powers them. When charing a device, Volt can choose to push it beyond it's limits. If you do so, roll 2d6. On a 2-4 the device immediatly catastrophically fails, potentially causing harm to anyone nearby. On a 5-7, the device can push just past it's limit, but will suffer damage when charge stops going into it, causing it to need extensive repair. On an 8-10, the device pushes past it's limit and might need minor work or resetting after the current encounter. On an 11-12+ the device pushes well past it's limits, and remains undamaged.
A device pushed past it's limit either produces more of the same effect it usually would (such as an energy weapon producing more energy, jet boots producing more speed, a mechanical arm being stronger), or can warp it's structure to perform an action ajacent to its primary function (an energy weapon changing it's trajectory, jet boots causing explosions, mechanical arm becoming more tentacle like). However, warping an object always causes it to require exensive repair, no matter how far past it's lmits it can push.

ELECTRO-MAGNETIC AMALGAM (Active/ power alteration/ charge variable)
Volt can attract, repulse, and amalgamate technology in a number of ways, as an extension of her ability to warp tech past it's limits. This gives her the following benefits:
. When she chooses to Push a piece of tech Past Its Limit, or Warp a piece of technology, she can choose to amalgamate other tech into it. If she does so, she gains a +1 to the roll to Push or Warp, equal to the number of equivalently sized pieces of tech that have been previously established in the scene that are amalgamated, or a flat +1 bonus from amalgamating junk or ambient tech.
. Volt can expend a number of Vibe charges as if powering a device, but instead of powering the device she repairs it. If this is used on a piece of tech that has been amalgamated, the original devices are restored to their form and condition before they were amalgamated.
. When a device or machine that is smaller then vehicle sized is being charged by Volt, as long as it remains within 30 feet of her, she can attract or repulse it. If she attracts it, it is drawn to a point on her body of her choice as if drawn to an exceptionally strong magnet. If repulsed, it is pushed up to 30 feet away from Volt, and then an additional amount of feet equal to the distance travelled (if it is pushed 15 feet away from her out to 30 feet away, then it travels an additional 15 feet.)


THE BAD/PASSIVE


THE POP (Passive/ charge dependent/ debuff/ damage)
Because of how easy it is for Volt to gather and maintain charge, she has to be careful with how much she stores. If Volt charges herself or is charged by her Remote Charge ability beyond their Vibe max, she takes damage. One charge over is minor damage, like a heavy static shock. Two charges over is mild damage, like a light burn. Three charges over is moderate damage, like a momentary blackout and slightly heavier burn. Four charges over is heavy damage, such as burning bad enough to scar and a major shock to the nervous system. Five charges over is near fatal damage, such as small expolsions, majorly disfiguring burns, and unconciousness.

VOCAL FRY (Passive/ charge dependent/ debuff)
The more charge Volt builds, the more distorted her voice becomes. This means it is easer for her to build charge over a short amount of time. However, the more distorted her vocie becomes, the harder it is on her throat. After a throwdown, depedning on the intensity, Volt might not be able to throw down again for hours, to weeks afterwards.

TECHNOLOGIC (Passive/ restriction)
Because Volt's Vibe specifically targets technology, if any tech is unavailable or unusable around her, her Vibe looses all efficacy.
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Oleander needs to sing and dance to activate her Vibe, but can produce small effects with individual singing or dancing.
Singing or Dancing Individually
When singing without dancing, Ollie can create a small, temporary ‘bubble’ of reduced gravity. This is only a few feet in diameter and lasts only a second or two before it ‘pops’ and disappears.
When dancing without singing, Ollie can conversely create small, temporary bubbles of increased gravity. This is just as small and temporary as the reduced gravity bubbles.
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Singing and Dancing together
With the combination of the two performance styles, Oleander gains fine control over gravity and can cause objects other than the earth to gain their own gravitational pull.
Satellite
Attack
Oleander can choose an object, or person, which levitates off the ground and gains a gravitational field independent of the Earth. This target then pulls other smaller objects into a circular orbit around them. This is more difficult to do on people than on organic objects, as people can resist the pull. Oleander is able to designate themself as the target. If Oleander is the target, she can apply either Weight Training or Space Walk to herself as well, allowing her to root herself to the ground or move, as she prefers.
Orbital Slingshot
Attack
Oleander uses fine control of gravity on the Satellites to increase orbit speed of the surrounding objects until they are able to be flung out of orbit as high speed projectiles. Her aim is not the best, but it's getting better.
Moon Bounce
Utility
Oleander can designate a 10 foot diameter circular area to reduce gravity, causing objects within to lose momentum, to start to float, and to become lighter. The circle is marked by a silver shimmering line around its perimeter. Anything within this circle is affected, including Oleander. It can be used to someone's advantage to avoid a painful impact, or throw off an attacker by slowing them and messing with gravity to, again, reduce impact.
Space Walk
Utility
Oleander can reduce the gravity of a particular object or person, allowing them to float. This does not affect other objects around the designated target. The affected, if a person, can control their movement much like if they were on the moon or similar low-gravity environments. Oleander, when targeting herself, has more minute control and can use this to 'fly' or hover within about ten feet off the ground.
Gravity Well
Utility
Like the Moon Bounce in reverse, Ollie can designate a ten foot diameter circle where gravity is increased. This causes all objects and persons within the area to be pulled down towards the ground, whatever is beneath them as everything attempts to 'flatten' under the increased weight. Any target within the area is affected, including Oleander.
Weight Training
Utility/Attack
Oleander can increase the gravity of a particular object or person, causing them to become anchored to the ground or crushed towards it. She has much finer control of this when targeting herself.
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Aesthetics
Oleander always has black sclera and silver, pupilless eyes that mimic the current moon phase.

When using her Vibe, Ollie's hair starts to take on a galaxy effect, shifting into the hues of nebulas. With enough Vibe, all her bodily fluids--blood, spit, tears, etc--become like liquid silver starlight.
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Superstition
Oleander has a suspicion that her ability to increase gravity is more pronounced, or stronger, during full and new moon phases. Conversely, her ability to lessen gravity is strongest during the first and third quarter moon phases.
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Moderators: AJ_89 Steven (played by Robo-Craig) QnQ Hide Miyagawa (played by Monoclejack) Chroma (played by lewsey)